The City domain is concerned with the citizenry, commerce, traffic, and even architecture of modern civilization. In the eyes of a cleric of the city, the center of modern life is a sense and spirit of community, and the gravest enemies of the city are those who seek to harm the common weal of its citizens.
New spells introduced for the City domain are marked with an asterisk and detailed in the “New Spells” section. For all other spells, see the Player’s Handbook.
You gain domain spells at the cleric levels listed in the City Domain Spells table, new spells introduced in Modern Magic Unearthed Arcana are marked with an asterisk. See the Divine Domain class feature for how domain spells work.
City Domain Spells
|1st||comprehend languages, remote access*|
|3rd||find vehicle*, heat metal|
|5th||lightning bolt, protection from ballistics*|
|7th||locate creature, synchronicity*|
|9th||commune with city*, shutdown*|
When you choose this domain at 1st level, you gain the on/off cantrip in addition to your chosen cantrips.
Also starting at 1st level, you gain proficiency with sidearms and proficiency with vehicles (land).
HEART OF THE CITY
From 1st level, you are able to tap into the spirit of community found in the city. While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
CHANNEL DIVINITY: SPIRITS OF THE CITY
Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice).
Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high-pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell DC.
This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to DM.
Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus.
At 8th level, the cleric gains the ability to infuse his or weapon strikes with psychic energy borrowed from the citizens of your city. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 psychic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city, as if you had cast a teleport spell whose destination is a permanent teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again.
Image – http://www.saltinwoundssetting.com/2018/01/meet-iconics-yurin-silvenei-cleric-of.html