Base Class: Cleric
While many gods reign over life and death, love and revenge, very few focus on grief. Many gods regard it as a distasteful thing, often harvested by hags who seek to use it as nourishment, or as a tool for their craft. But some gods give their mourning crusaders power. Power to share their grief if they will it, or to spare others from potential anguish they may feel. Followers of the Mourning domain may warp the minds of enemies with their anguish, bringing low all who interact with them-- or conversely, bring clarity to those who seek haven from the woes of grief that threatens to consume their mind. The mourning weep for the undead, as the perversion of life is oft a twisted remnant of one once loved-- but have no qualms with spirits as such grave discussions are frequently needed to alleviate the emotional burdens suffered by many.
Mourning Domain Spells
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1st |
Sleep, Dissonant Whispers |
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3rd |
Borrowed Knowledge, Silence |
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5th |
Spirit Shroud, Life Transference |
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7th |
Death Ward, Phantasmal Killer |
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9th |
Enervation, Raise Dead |
Tearful rebuke
Starting at 1st level, whenever you are hit by a creature you can see within 30 feet of you, you can use your reaction to impart some of your grief into them, dealing 2d6 psychic damage + your wisdom modifier and causing fear until the start of your next turn. This is contested by a wisdom saving throw against your spell save dc. On a successful save, the creature takes half damage and is not afraid. You can use this a number of times equal to your proficiency bonus rounded up, and regain all uses on a long rest.
This damage increases, to 3d6 at level 8 in this class, and 4d6 at level 17 in this class.
Aegis of Anguish
At 1st level, you gain psychic resistance and advantage on saving throws to resist charm and fear effects.
Channel Divinity: Grave Discussions
Starting at 2nd level, you can use your Channel Divinity to enact a modified Speak with Dead.
As an action, you present your holy symbol and cast Speak with Dead. The age of the corpse no longer matters, as long as there is enough of the animating spirit to answer your questions. The deceased individual is also compelled to answer your questions truthfully, even if they regard you as an enemy and would otherwise mislead you. You can also understand anything they say, regardless of whether or not you both share a language. After asking your five questions, the corpse become inert, and cannot be questioned again until ten days have passed.
Sonorous Wail
At 6th level as an action, you let out an agonized wail. All hostiles in a 60ft radius that can hear you must make a wisdom saving throw against your spell save dc or gain disadvantage on all attacks and ability checks made to target anyone but you until the end of your next turn. Allies who can hear you in this radius gain advantage on saves against new, or ongoing, fear or charm effects until the end of your next turn.
You gain a 2nd usage of this feature at level 13.
You regain all uses on a long rest and one on a short rest.
Mourning Blows
At 8th level, you gain the ability to infuse your weapon strikes with Mind-warping energy. 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.
Silent Sorrows
At 17th level, spells you cast no longer require verbal components. Spells that have verbal components can now be cast without them.
Ex: A spell with verbal and somatic components now only requires the somatic component to be cast.
Death Knell
Starting at 17th level, as an action, you can create a dome of silence and dim light around you in a 30 ft radius for 10 minutes, or until you lose concentration. This dim light does not hinder your vision. Creatures in this dome cannot be revived or reanimated in any capacity while they remain inside. When concentration is lost, or you end it forcibly, the dome erupts, and hostile creatures inside make a wisdom saving throw against your spell save dc or take 4d8 psychic and 4d8 thunder damage. If the saving throw is succeeded, they take half damage. Creatures who are affected by this hear the earsplitting ringing of a funeral bell, but those unaffected hear nothing. You regain usage of this feature after a long rest
You can regain the usage of this feature (the dome) by expending a 5th level or higher spell slot.
Previous Versions
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6/8/2024 3:43:34 AM
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3
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3
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Coming Soon
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