This domain is an altered version of the City Domain from Unearthed Arcana.
City Domain Spells
|1st||Comprehend Languages, Charm Person|
|3rd||Arcane Lock, Heat Metal|
|5th||Lightning Bolt, Tiny Servant|
|7th||Locate Creature, Mordenkainen's Faithful Hound|
|9th||Commune with City, Wall of Stone|
At 1st level, you gain the Open/Close cantrip in addition to your chosen cantrips.
Also starting at 1st level, you gain proficiency with firearms.
Heart of the City
From 1st level, 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, as an action, you present your holy symbol, and any city feature such as lamps, fountains, or sewer drains, within 30 feet of you either works perfectly or stops functioning entirely for 1 minute (your choice).
Alternatively, you can also use this ability to immediately identify all city government officials within 30 feet of you, learning their name and occupation within the city.
Alternatively, 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 ropes, high-pressure water erupting from sewers and fountains, cobblestones 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 save DC. This effect is entirely local and affects only creatures within 30 feet of you. Determination of what effects are available within range and how the physical effects of those utilities manifest are left to the DM.
Starting at 6th level, 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, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.
At 17th level, starting from any doorway within the city boundaries, you can teleport to any other doorway within the same city that you have previously walked through, 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.