Cleric
Base Class: Cleric

The Fear domain focuses on the dark frightening energy — one of the fundamental forces of the universe — that tempts fate. The deities of fear promote risk through affecting the important and powerful, ignoring those in need, and driving away the forces of life and healing. Almost any non-lawful good deity can claim influence over this domain. 

Fear Domain Spells

Cleric Level Spells

1st

color spray, disguise self

3rd

detect thoughts, blur

5th

animate dead, fear

7th

confusion, hallucinatory terrain

9th

modify memory, insect plague

Curse of the Frightened

Starting when you choose this domain at 1st level, you can use your action to target a creature within 30 feet of you and force it to make a constitution saving throw against your spell save DC, on a failure, the target has disadvantage on attacks against you for a minute. The target can make the save again at the end of it's turns. You can use this feature a number of times equal to your wisdom modifier per long rest.

Channel Divinity: Thoughtless Strike

Starting at 2nd level, you can use your Channel Divinity to go into a terrifying rampage.

As a bonus action, you go into a terrifying rampage that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). 

During this time, all attacks you make, are made with advantage.

Channel Divinity: Aura of Fright.

Starting at 6th level, you can use your Channel Divinity to let out an ear splitting scream.

As an action, you can force each creature of your choice within 30 feet of you to make a Wisdom saving throw against your spell save DC or be frightened for a minute. An affected creature must use all of it's movement to move as far away from you as possible, and if it can, use it's action to dash. If an affected creature can not dash, it must use it's action to dodge or hide. An affected creature can repeat the save at the end of it's turn.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with fear. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Improved Fright

At 17th level, you can fright targets who are further away, when you use Aura of Fright. The range of your Aura of Fright increases to 60 feet.

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