Base Class: Cleric
An Ancient Domain cleric may worship an ancient deity such as Tharizdun or something far more ancient. They have eldritch powers and are often considered cultists by most members of society. While they are outcast from society, often the gods they worship may not be evil, they have obscure motives and are not understood by most.
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CLERIC Level |
Feature |
|---|---|
| 1st | Domain Spells, Forbidden Knowledge |
| 2nd | Channel Divinity: Eldritch Corruption |
| 6th | Mind Fracture |
| 8th | Potent Spellcasting |
| 17th | Unknowable Power |
Domain Spells
| Cleric Level | Spells |
|---|---|
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1st |
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3rd |
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5th |
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7th |
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9th |
Geas, Negative Energy Flood |
Forbidden Knowledge
When you chose this subclass at first level you gain 2 cantrips from the warlock spell list. These count as cleric cantrips for you.
Channel Divinity: Eldritch Corruption
Starting at 2nd level you can use your channel divinity to infect the mind of a creature.
As an action you present your holy symbol, and one creature within 30 feet of you must make an intelligence saving throw, if the creature fails the saving throw it takes 2d8 psychic damage and is stunned until the end of its next turn.
Mind Fracture
At 6th level the Eldritch nature in which you cast your spells is so alien it damages the minds of those who watch you. Whenever you cast a spell of 1st level or higher it deals 1d8 psychic damage to one creature of your choice that you can see within 30 feet of you and you regain hit points equal to half the damage dealt.
Potent Spellcasting
Starting at 8th level, you add your wisdom modifier to the damage you deal with any cleric cantrip.
Unknowable Power
At 17th level, the cosmic power granted to you by your deity has grown so powerful you can release it all in one huge burst. As an action, you present your holy symbol and expend up to 12 levels worth of spell slots, each creature within 30 feet of you (including yourself) must make a constitution saving throw against your spell save DC, taking 1d12 × the amount of spell slots expended force damage (for example if you expended two 1st level spells slots and one 3rd level spell slot a creature that failed the save would take 5d12 force damage) or half as much damage on a successful save. Afterwards you gain 1 level of exhaustion and cannot use this feature again until you finish a long rest.







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