Cleric

 

Cleric: Divine Domain: Dread

The Dread domain is concerned with darkness and fear, as well as the negative energy that gives rise to undead creatures. Deities of the dread domain are patrons of undead creatures, necromancers, and liches.

Dread Domain Features

Domain Spells

Once you reach a level in this class that allows you to cast spells of the appropriate level, you always have the dread domain spells prepared, and they do not count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the divine spell list, the spell is nonetheless a cleric spell for you.

 

Dread Domain Spells

Level

Spells

1

Cause fear, dark tendrils

3

Blindness/deafness, ray of enfeeblement

5

Animate dead, fear

7

Death ward, summon undead spirits

9

Animate monster, negative energy flood

Reaper

When you choose this domain at 3rd level, you can channel the dying breath of creatures to magically restore hit points to your allies.

When a creature within 30 feet of you is reduced to 0 hit points, you can use a reaction to restore hit points to yourself or another creature within range. The target regains a number of hit points equal to your Wisdom modifier. If the creature receiving these hit points is undead, it instead regains double your Wisdom modifier hit points.

You cannot use this feature if the triggering creature is undead or construct. If the triggering creature is making death saving throws on following turns, it makes them with disadvantage and cannot be magically healed until it is restored to 1 or more hit points in another way.

 

Channel Divinity: Dread of Night

Beginning at 6th level, you can use your ‘channel divinity’ to instil the fear of darkness in your enemies. As an action, lights flicker and becomes dim light in a 15-foot radius centred on you for 1 minute. A number of creatures up to your Wisdom modifier within this area must make a Wisdom saving throw or become frightened for the duration. While frightened, affected creatures also take psychic damage equal to your wisdom modifier + half your cleric level (rounded down) when they start their turns in dim light or darkness. A creature can repeat the saving throw at the end of their turns, ending the effect on themselves on a success.

 

Umbral Resistance

At 10th level, you embrace the dark energies of fear and dread. When you succeed on a saving throw against a spell or an effect that deals cold, psychic, radiant, or necrotic damage, you take no damage even if the spell or effect would normally deal half damage on a successful saving throw.

 

Dreadful Despair

Starting at 14th level, you can unleash a wave of dread that saps the will to fight in your enemies. As an action, you can present your holy symbol, and a palpable aura of hopelessness radiates from you in a 30-foot radius. Creatures of your choice within this area must make a Wisdom saving throw or be incapacitated by overwhelming despair for 1 minute. A creature that is immune to the frightened condition is immune to this effect.

At the end of each of their turns, affected creatures can make another Wisdom saving throw to end the incapacitated condition. On a successful save, the creature becomes frightened for the remaining duration but is no longer incapacitated. A frightened creature can repeat the Wisdom saving throw at the end of its subsequent turns, ending the frightened condition on a successful saving throw. Either condition also ends if the target takes any damage.

Once you use this feature, you can't use it again until you finish a long rest.