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Abyss Domain
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<blockquote data-quote="MechaTarrasque" data-source="post: 6774562" data-attributes="member: 6801226"><p>Looking at the Blood Magic UA, I got to thinking that there could be a more demon based cleric domain for evil adventures.</p><p></p><p>Abyss Domain</p><p></p><p>The dark gods dwelling in the Abyss and bordering outer planes sometimes gift their most fanatical followers with powers to call demons sooner than they normally could via planar ally. This entails some risk to the followers, but if these gods cared about their followers' well being, they wouldn't be in the Abyss, would they?</p><p></p><p>Abyss Domain spells</p><p>1st Arms of Hader, Ray of Sickness</p><p>3rd Alter Self, Crown of Madness</p><p>5th Conjure Lesser Demon, Magic Circle</p><p>7th Conjure Barlgura, Conjure Shadow Demon</p><p>9th Conjure Vrock, Planar Binding</p><p></p><p>Spell change</p><p>You cannot use Conjure Celestial with this domain. It is replaced with Conjure Herzou on the cleric spell list. </p><p></p><p>Bonus Proficiency</p><p>When you choose this domain at 1st level, you gain proficiency with heavy armor.</p><p></p><p>Channel Divinity: Demon Advisor</p><p></p><p>Starting at 2nd level, you gain find familiar as a ritual. You can only use this ability to get a quasit familiar. It will not fight for you.</p><p></p><p>Channel Divinity: Demon Rage</p><p></p><p>Starting at 6th level, you can give one creature you have conjured the ability to make a second basic attack (not multiattack) using its bonus action for each of its turns for 1 minute. At the end of the minute the conjuration ends. You cannot use this ability again until after completing a long or short rest.</p><p></p><p>Divine Strike</p><p>At 8th level, you get the ability to infuse your weapon strikes with divine energy. 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 necrotic damage to the target. When you reach the 14th level, the damage increases to 2d8.</p><p></p><p>Sacrifice to the Abyss</p><p></p><p>Starting at 17th level, you can use your action to cause one creature you have conjured attempt to grapple an enemy. If the grappled enemy fails a dexterity or strength saving throw, the conjured creature teleports back to the Abyss carrying the grappled enemy. At the end of 1 minute, the grappled enemy (but not the conjured creature) returns, having taken 10d10 psychic damage and is petrified for 2 rounds unless it is a fiend or a celestial.</p></blockquote><p></p>
[QUOTE="MechaTarrasque, post: 6774562, member: 6801226"] Looking at the Blood Magic UA, I got to thinking that there could be a more demon based cleric domain for evil adventures. Abyss Domain The dark gods dwelling in the Abyss and bordering outer planes sometimes gift their most fanatical followers with powers to call demons sooner than they normally could via planar ally. This entails some risk to the followers, but if these gods cared about their followers' well being, they wouldn't be in the Abyss, would they? Abyss Domain spells 1st Arms of Hader, Ray of Sickness 3rd Alter Self, Crown of Madness 5th Conjure Lesser Demon, Magic Circle 7th Conjure Barlgura, Conjure Shadow Demon 9th Conjure Vrock, Planar Binding Spell change You cannot use Conjure Celestial with this domain. It is replaced with Conjure Herzou on the cleric spell list. Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor. Channel Divinity: Demon Advisor Starting at 2nd level, you gain find familiar as a ritual. You can only use this ability to get a quasit familiar. It will not fight for you. Channel Divinity: Demon Rage Starting at 6th level, you can give one creature you have conjured the ability to make a second basic attack (not multiattack) using its bonus action for each of its turns for 1 minute. At the end of the minute the conjuration ends. You cannot use this ability again until after completing a long or short rest. Divine Strike At 8th level, you get the ability to infuse your weapon strikes with divine energy. 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 necrotic damage to the target. When you reach the 14th level, the damage increases to 2d8. Sacrifice to the Abyss Starting at 17th level, you can use your action to cause one creature you have conjured attempt to grapple an enemy. If the grappled enemy fails a dexterity or strength saving throw, the conjured creature teleports back to the Abyss carrying the grappled enemy. At the end of 1 minute, the grappled enemy (but not the conjured creature) returns, having taken 10d10 psychic damage and is petrified for 2 rounds unless it is a fiend or a celestial. [/QUOTE]
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