Cleric
Base Class: Cleric

The domain of entropy is the purview of the gods of sleep, stillness, night, and winter. Clerics of entropy seek to calm conflicts, dissipate tension, and even out all manner of inequalities of body, spirit, wealth, and power. Clerics of entropy heavily favor the Neutral alignment.

Entropy Domain Spells
Cleric Level Spells
1st sleep, fog cloud
3rd ray of enfeeblement, silence
5th counterspell, dispel magic
7th banishment, confusion
9th antilife shell, hold monster

Bonus Cantrip

When you choose this domain at 1st level, you learn one of the following cantrips: chill touch or ray of frost. They count as cleric cantrips for you, but do not count against the number of cantrips you know.

Lethargic Radiance

Also when you choose this domain at 1st level, you can drain the energy of enemies around you. As a reaction, after an enemy that you can see within 10 feet of you casts a spell or makes an attack, you can tap their stamina, forcing them to spend an unusual amount of effort to do so. The creature must make a Constitution saving throw against your spell save DC or gain one level of exhaustion.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Restore Balance

Starting at 2nd level, you can use your Channel Divinity to rebalance the mind or body of creatures.

As an action, you touch your holy symbol and one creature. You may remove one of the following conditions on the target: charmed, frightened, poisoned, or stunned. This counts as them succeeding on their saving throw for the purposes of becoming immune to the given condition.

Divine Unraveling

At 6th level, you master the art of dispersing powerful build-ups of magic, rendering them harmless. Whenever you make a spellcasting ability check to cast dispel magic or counterspell, you have advantage on that ability check.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Heat Death

Starting at 17th level, you have the power to equalize small imbalances in the cosmos. When a creature you target with a spell fails its saving throw, and its score in the associated attribute is higher than yours, you may reduce its score in that attribute by 1 and increase your own.

The change lasts for 24 hours, or until either you or your target dies.

Previous Versions

Name Date Modified Views Adds Version Actions
1/19/2019 2:10:18 PM
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Entropy Domain Image

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