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CLERIC |
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Cleric |
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Cleric: Divine Domain: Dread |
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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. |
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Dread Domain Features |
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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. |
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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. |
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