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Cleric |
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Cleric: Divine Aspect: Evil |
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Your deity is aligned with the aspect of Evil, associated with divine
planes of death and despair. |
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Evil Aspect Features |
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Evil Magic You learn one of
the following cantrips as a cleric spell: cursed wound, ghostly grasp,
minor drain, poison spray Aspect
Spells Spells
on the evil magic spells table are also cleric spells for you. Channel Divinity: Channel Aspect At
2nd level, you learn one of the following Channel Aspect options (see below): Binding
Yoke, Corrupting Touch, Destructive Wrath. |
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Channel Aspect Options |
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Channel Divinity: Binding Yoke Required aspect: Evil, Order, Tyranny, Unaligned Starting at 2nd level, you can use your ‘channel
divinity’ to bind creatures in mental or spiritual binds. As an action, each
creature of your choice within 10 feet of you must make a Charisma saving
throw. On a failed saving throw, a creature becomes restrained and weakened
until the end of your next turn. This effect ends early for a creature if
you move more than 10 feet away from it. Channel Divinity: Corrupting Touch Required aspect: Destruction, Evil, Tyranny Starting at 2nd level, you can use your ‘channel
divinity’ to cause temporary corruption to take hold of a creature. As a bonus
action, a creature you touch must make a Wisdom saving throw. On a failed
saving throw, the creature becomes charmed by you and confused
until the end of your next turn. On a successful saving throw, the creature
becomes frightened of you instead. On its turn, if the creature rolls 9 or 10 when
determining its behaviour for being confused, it must use its action
on its turn to make an attack against a creature other than itself that you
mentally choose. Channel Divinity: Destructive Wrath Required aspect: Chaos, Destruction, Evil, Unaligned Starting at 2nd level, you can use your ‘channel
divinity’ to wield the power of untamed destruction. When you cast a cleric spell that deals damage, you
can immediately use your ‘channel divinity’ as a bonus action to maximize the
damage roll of a number of dice equal to your Wisdom modifier before you
roll. You then roll the remainder of the dice and add the roll to the
maximized damage dice (e.g. a cleric with 16 Wisdom who hits a creature with guiding
bolt can maximize three of the spell’s four damage dice and roll the last
damage dice to calculate how much damage they deal with the spell). |
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