Base Class: Cleric
The Terror domain is concerned with the illusionary nature of fear and the unknown, and those that serve deities whose domain frightens all use terror to punish whose who would oppose them, and guide those who require their aid to face their fears.
Example deities of this domain include Leira, Myrkul, Hades, Set, and Hel.
Domain Spells
You gain certain spells when you reach certain levels in this class, as shown in the Terror Spells table. See the Divine Domain class feature for how Domain spells work.
Terror Spells
Cleric Level | Spells |
1st | Hideous Laughter, Disguise Self |
3rd | Darkness, Shatter |
5th | Fear, Counterspell |
7th | Greater Invisibility, Phantasmal Killer |
9th | Dominate Person, Dream |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency in the Deception and Intimidation skills.
Master of Fear
Also at 1st level, you know how to control your own fight-or-flight reactions.
You are immune to the Frightened condition. Moreover, when a creature that you can see makes a saving throw against being frightened, you can use your reaction to impose disadvantage on the roll.
Channel Divinity: Conjure Horror
Starting at 2nd level, you can use your Channel Divinity to summon forth a dark horror.
As an action, you can summon an illusory horror in an unoccupied location within 30 ft. of you, which persists for 1 minute. At the end of your turn, you can choose to move this horror up to 30 ft. in any direction. All creatures within 10 ft. of the horror must make a Wisdom saving throw against your Spell Save DC. On a failure, a creature takes psychic damage equal to 1d6 + your Cleric level, or half as much on a success. If a creature is Frightened of you when this happens, they automatically fail the saving throw.
Cull The Meek
At 6th level, you learn how to gain more power over those that fear you.
Once per turn, when you make an attack roll against a creature that is Frightened of you, you can choose to make the attack roll with advantage.
You can use this feature a number of times equal to your Wisdom modifier (minimum once), and regain any expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you can add your Wisdom modifier to the damage you deal with any Cleric cantrip.
Lord of Terror
At 17th level, your presence is enough to set those around you on edge.
Your spells and abilities ignore immunity to the Frightened condition, and you gain resistance to Necrotic and Psychic damage.
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