d20knight
First Post
Hi Guys!
I've been always lurking in these forums and thought I would contribute (and ask for feedback) on the domain interpretations below. The Death Domain is a modification/interpretation based on the 'previewed' material floating in the interwebs.
Please feel free to comment and critique the following. (Please be gentle ~.~)
Cheers!d20knight
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Death
Domain Spells:
1st : False Life, Inflict Wounds
3rd : Blindness/Deafness, Ray of Enfeeblement
5th : Animate Dead, Speak with Dead
7th : Blight, Phantasmal Killer
9th : Contagion, Cloudkill
Reaper. You know one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets a single creature, the cantrip instead targets two creatures if possible.
Channel Divinity: Death Touch. At 2nd level, you can use Channel Divinity to quash the life energy in another creature. When you hit with a melee attack, you can use your Channel Divinity to attempt to strike that creature down. If the creature'scurrent hit points are equal to or less than 3 time your Cleric level, the creature drops to 0 hit points. Otherwise, the creature takes necrotic damage equal to 3 times your cleric level.
Inescapable Destruction. Starting at 6th level, necrotic damage dealt by your cleric spells ignores resistance to necrotic damage.
Potent Spellcasting. As with PHB.
Aura of Death. Starting at 17th level, you can use your action to activate an aura of death. Enemies within 30 feet of you have disadvantage to any spell that deals poison or necrotic damage.
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Terror/Fear
Domain Spells:
1st : Bane, Hex
3rd : Crown of Madness, Phantasmal Force
5th : Fear, Bestow Curse
7th : Phantasmal Killer, Confusion
9th : Dominate Person, Scrying
Disciple of Fear. At first level, you learn the vicious mockery cantrip. This is now a fear effect. You are also proficient with the Intimidate skill.
Bonus Proficiency. At first level, you are also proficient with heavy armors.
Channel Divinity: Terrorize. At 2nd level, you can expend a use of your Channel Divinity feature to invoke your deity's power. As an action you present your holy symbol and invoke your Deity's name, and each creature within 30 feet must make a Wisdom saving throw or else be frightened by you for one minute. The creature can attempt to resist the effect at the end of it's next turn. This is a fear effect.
Channel Divinity: Mantle of Terror. At level 6, you gain the aspect of your deity. Whenever you make a melee attack and deal damage, a creature is frightened until the end of it's next turn.
Divine Strike. At level 8th, as with PHB, only the additional damage is necrotic.
Avatar of Fear. At level 17th, you ignore a creature's immunity to fear effects. Whenever a creature makes a saving throw against a fear effect from you, it does so with disadvantage.
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Darkness
Domain Spells:
1st : Arms of Hadar, Sleep
3rd : Darkness, Darkvision
5th : Hunger of Hadar, Shadow Guardians (Renamed from Spirit Guardians, deals necrotic)
7th : Evard's Black Tentacles, Banishment
9th : Dream, Mislead
Servant of Darkness. At 1st level, you gain darkvision. If you already have darkvision of 60 feet, it extends to 120 feet instead. If you have darkvision of 120 feet, you gain the ability to see through magical darkness instead.
Imposing Shadows. At 1st level, whenever you are attacked by a creature that you can see. You can use your reaction to impose disadvantage. You use this ability a number of times equal to your Wisdom modifier. You regain all expended after a long rest.
In Shadows Embrace. At 6th level, whenever you use the Imposing Shadows ability, you also teleport to a space within 30 feet that is in area that is in dim or dark area.
Potent Spellcasting. At 8th level, you gain the same ability as listed in the PHB.
Shadowstride. At 17th level, You can teleport as a move equal to your movement speed. You must teleport to space within dim or darkened area.
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I've been always lurking in these forums and thought I would contribute (and ask for feedback) on the domain interpretations below. The Death Domain is a modification/interpretation based on the 'previewed' material floating in the interwebs.
Please feel free to comment and critique the following. (Please be gentle ~.~)
Cheers!d20knight
**************************
Death
Domain Spells:
1st : False Life, Inflict Wounds
3rd : Blindness/Deafness, Ray of Enfeeblement
5th : Animate Dead, Speak with Dead
7th : Blight, Phantasmal Killer
9th : Contagion, Cloudkill
Reaper. You know one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets a single creature, the cantrip instead targets two creatures if possible.
Channel Divinity: Death Touch. At 2nd level, you can use Channel Divinity to quash the life energy in another creature. When you hit with a melee attack, you can use your Channel Divinity to attempt to strike that creature down. If the creature'scurrent hit points are equal to or less than 3 time your Cleric level, the creature drops to 0 hit points. Otherwise, the creature takes necrotic damage equal to 3 times your cleric level.
Inescapable Destruction. Starting at 6th level, necrotic damage dealt by your cleric spells ignores resistance to necrotic damage.
Potent Spellcasting. As with PHB.
Aura of Death. Starting at 17th level, you can use your action to activate an aura of death. Enemies within 30 feet of you have disadvantage to any spell that deals poison or necrotic damage.
**********************
Terror/Fear
Domain Spells:
1st : Bane, Hex
3rd : Crown of Madness, Phantasmal Force
5th : Fear, Bestow Curse
7th : Phantasmal Killer, Confusion
9th : Dominate Person, Scrying
Disciple of Fear. At first level, you learn the vicious mockery cantrip. This is now a fear effect. You are also proficient with the Intimidate skill.
Bonus Proficiency. At first level, you are also proficient with heavy armors.
Channel Divinity: Terrorize. At 2nd level, you can expend a use of your Channel Divinity feature to invoke your deity's power. As an action you present your holy symbol and invoke your Deity's name, and each creature within 30 feet must make a Wisdom saving throw or else be frightened by you for one minute. The creature can attempt to resist the effect at the end of it's next turn. This is a fear effect.
Channel Divinity: Mantle of Terror. At level 6, you gain the aspect of your deity. Whenever you make a melee attack and deal damage, a creature is frightened until the end of it's next turn.
Divine Strike. At level 8th, as with PHB, only the additional damage is necrotic.
Avatar of Fear. At level 17th, you ignore a creature's immunity to fear effects. Whenever a creature makes a saving throw against a fear effect from you, it does so with disadvantage.
*****************
Darkness
Domain Spells:
1st : Arms of Hadar, Sleep
3rd : Darkness, Darkvision
5th : Hunger of Hadar, Shadow Guardians (Renamed from Spirit Guardians, deals necrotic)
7th : Evard's Black Tentacles, Banishment
9th : Dream, Mislead
Servant of Darkness. At 1st level, you gain darkvision. If you already have darkvision of 60 feet, it extends to 120 feet instead. If you have darkvision of 120 feet, you gain the ability to see through magical darkness instead.
Imposing Shadows. At 1st level, whenever you are attacked by a creature that you can see. You can use your reaction to impose disadvantage. You use this ability a number of times equal to your Wisdom modifier. You regain all expended after a long rest.
In Shadows Embrace. At 6th level, whenever you use the Imposing Shadows ability, you also teleport to a space within 30 feet that is in area that is in dim or dark area.
Potent Spellcasting. At 8th level, you gain the same ability as listed in the PHB.
Shadowstride. At 17th level, You can teleport as a move equal to your movement speed. You must teleport to space within dim or darkened area.
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