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Constants in the universe are present across every aspect of life. These permanent concepts, such as truth, death, or the unending passage of time are interpreted as various aspects of infinity. Some clerics of this domain find reverence not in god, but in the unending vastness of the universe itself. Others seek to investigate the mysteries that extend beyond the bounds of the material.

Often, other divine domains overlap with the perpetual crusade for permanence and preservation. Infinity belongs to no particular god, but encompasses many domains in its breadth. Clerics in this domain can follow the patrons of permanent concepts such as death, order, or knowledge.

Preservation of the Past

When you choose this domain at 1st level, you gain proficiency in the History, Nature, or Religion skill (your choice).

Limitless Potential

At 1st level, you learn to peer into the infinite possibilities to find success, no matter how unlikely. As a bonus action, choose one creature you can see within 30 feet of you (including yourself). You alter one attack roll or ability check the creature makes within the next minute. The creature replaces the d20 roll with a 4d6 roll. Whenever the creature rolls a 6 on a die this way, it can roll it again and add it to the total bonus, repeating the process until it no longer rolls a 6.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Glimpse of Eternity

At 2nd level, you can use your Channel Divinity to show a creature their insignificance in the universe.

As an action, you can choose up to five creatures you can see within 30 feet of you. The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened for 1 minute. It can repeat the save at the end of its turns, ending the effect on a success.

If you frighten a creature this way, roll 3d6. Whenever you roll a 6 on a die this way, roll it again and add it to the total, repeating this process until you no longer roll a 6. If this total exceeds 10, the creature falls prone. If this total exceeds 15, the creature is also incapacitated until the end of its next turn. If this total exceeds 20, the creature is also stunned until the end of its next turn.

Heightened Inertia

Starting at 6th level, while you are not incapacitated, you radiate an aura of near-infinite inertia out to 10 feet. While you are on relative ground, you and your allies in the aura cannot be moved against your will.

Additionally, when a creature in the aura throws or launches a Small or smaller object, you can use your reaction to cause it to fly up to 300 feet before it falls normally. If the object is an attack, such as a thrown weapon or fired ammunition, you change its normal range to 300 feet for that attack. You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Infinite Expanse

Starting at 17th level, you can make your presence felt in every corner of the Cosmos. When you finish a long rest, choose a number of allies up to your Wisdom modifier (minimum of 1). When you cast a cleric spell that only targets allies, the chosen allies can be targeted even if they are outside the spell's normal range, up to 100 miles away.

Once you target an ally outside your spell's range, you can't do so again until you finish a long rest.