The Grave Domain:

Gods of Death, like Kelemvor or The Raven Queen, do not take lightly to their rules being trampled on by mortals. In their eyes, Necromancers and the undead are shattering the most sacred and immutable laws of the universe and as such are deserving of swift and merciless judgement. As such, Clerics who choose this domain devote their lives to protecting the boundry between life and death. Much like the other devotees to gods of death, Grave Domain Clerics are viewed with superstition and scorn. Exceptionally gifted Grave Clerics are even said to be able to see the boundry between life and death. While it's not uncommon for clerics of other domains to practice the art of ressurection, Grave domain clerics avoid this art as much as possible, or else anger their patron gods.


Radiance Appearance

Since the Radiance powering the cleric spells of a Grave Cleric is that of the gods of death, the appearance of your radiant spells changes to a black rimmed with light. Damage type unchanged.

Grave Domain Spells
Cleric Level Spells
1st Detect Evil and Good, Hex
3rd Branding Smite, Misty Step
5th Speak with Dead, Crusader's Mantle
7th Staggering Smite, Death Ward
9th Geas, Dispel Evil and Good

Bonus Proficiencies

At 1st level, you gain proficiency with Martial Weapons and Heavy Armor.

Death's Chosen

At 1st level, your attacks can strike at the very soul of your enemy. When you may make an attack action, you may make one more weapon attack using a bonus action. You can use this feature a number of times up to your Wisdom Modifier (Minimum of Once). You regain all expended uses when you finish a Long rest. The second attack will deal necrotic damage instead of the damage type of the weapon.


Channel Divinity: Inescapable Fate

Starting at 2nd level, you may use your Channel Divinity to fill your opponent with dread at their oncoming fate. When you target an opponent with a meele attack or cleric spell, you may use your Channel Divinity to impose Disadvantage on that enemy's saving throws and advantage on all attacks against this enemy for 1d4 rounds.This ability can only used on ability or attack with only one target

Channel Divintiy: Grip of Death

From 6th level, you may use your Channel Divinity to surround an enemy with the cold grip of their inevitable demise. When you damage an enemy, you can use your channel divinity to surround them in the grip of death. While in the grip of death, the enemy cannot regain hit points and has disadvantage on wisdom and constitution saving throws. This ability lasts for 1d4 rounds. If creature affected by Grip of Death drops 0 hit points, their soul is instantly dragged to the underworld and their body turns to dust.

Divine Strike:

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with divine energy. 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 radiant damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

Avatar of Death:

Starting at 17th level, the cleric's ability to channel the energy of Death becomes more potent. Necrotic damage dealt by the character's cleric spells and Channel divinity options ignores resistance to necrotic damage. In addition, You become Resistant to necrotic damage.


Gravekeeper:

Grave domain clerics will be referred to as "Gravekeepers" from worshippers who understand who they are. Grave domain clerics rarely use this title when introducing themselves.


Credit where Credit is Due

Base cleric class and spell list is from the Player's Handbook 5th edition. Thank you Reddit for helping make this domain "balanced".