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CLERIC |
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Cleric |
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Cleric: Divine Domain: Grave |
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Gods of the grave watch over the line between life and death. To these
deities, death and the afterlife are a foundational part of the multiverse;
to desecrate the peace of the dead is an abomination. |
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Grave 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 grave 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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Circle of Mortality At
3rd level, you gain the ability to manipulate the line between life and
death. When a creature other than you within 15 feet of you takes damage that
would reduce it to 0 hit points, you can use a reaction to reduce the
creature to 1 hit point instead and give it immunity to all damage until the
end of its next turn. At the end of its next turn, the creature is then
reduced to 0 hit points regardless of the number of hit points it has. You
can use this ability once between short or long rests. Channel Divinity: Path to the Grave Starting
at 6th level, you can use your ‘channel divinity’ to mark another creature’s
life force for termination. As an action, you choose one creature you can see
within 30 feet of you, cursing it until the end of your next turn. The next
time you or an ally of yours hits the cursed creature with an attack, the
creature has vulnerability to all of that attack’s damage, and then the curse
ends. A remove
curse spell removes this curse. Keeper of Souls Starting
at 10th level, you can cast your domain spells without providing material
components. Tomb’s Rest Beginning
at 14th level, you can bury a creature alive. As
an action, you can target one creature you can see within 60 feet. If the
creature is touching the ground, the creature is immediately restrained as
the ground begins to draw it in. A
creature restrained by this ability can use an action to
make a Strength saving throw with disadvantage to free itself. Another
creature can use its action to help the trapped creature negating the
disadvantage on the creature’s next turn. On a successful saving throw, the
effect immediately ends. Keep
track each time the creature ends its turn retrained by this
ability. When the creature has ended its turn restrained by
this ability three times or more, the creature must make a Charisma saving
throw at the end of its turn. On a failed saving throw, the creature is
completely buried below the ground and is petrified. The creature
does not need to eat or breathe until the effect is removed. If the creature
is dug up again, a remove curse spell of 6th level or lower
ends the petrified condition. Once
you have used this ability, you cannot use it again until you finish a long
rest. |
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