Base Class: Cleric
Even the most benevolent divine beings operate outside the bounds of mortal comprehension. These eldritch forces sing a siren song that calls out for mortal worshippers through lucid dreams and the whispers of dead gods. The Eldritch domain empowers the devoted followers of unknown and distant forces of chaos, divine entities of eldritch oblivion, and dead gods.
Eldritch Domain Spells
You gain domain spells at the cleric levels listed in the Eldritch Domain Spells table. See the Divine Domain class feature for how domain spells work.
Eldritch Domain Spells
| CLERIC LEVEL | SPELLS |
|---|---|
| 1st | hideous laughter, sleep |
| 3rd | detect thoughts, see invisibility |
| 5th | fear, tongues |
| 7th | confusion, phantasmal killer |
| 9th | contact other plane, dream |
Unpredictable Inspiration
At 1st level, choose any cantrip. The chosen cantrip counts as a cleric spell for you but does not count against the number of cleric cantrips you know. Each time you finish a long rest you can replace the chosen cantrip with any other cantrip of your choice.
Eldritch Contagion
Starting at 1st level, you've been gifted with the ability to impart a fleeting taste of the unknowable onto others. When you cast a spell with a spell slot of 1st level or higher that targets one or more creatures, you can use a bonus action on the same turn to force one of the spell's targets to make a Wisdom [Tooltip Not Found]. On a failure, roll on the Eldritch Effects table and the creature suffers that effect for 1 minute. At the end of each of its turns, the creature can make another Wisdom saving throw, ending the effect on a success. This effect ends early if you use this feature again.
Eldritch Effect
| D8 | EFFECT |
|---|---|
| 1 | The creature cannot speak or cast spells that have verbal components. |
| 2 | The creature takes 1d8 psychic damage at the start of each of its turns. |
| 3 | The creature is disorientated. It immediately falls prone and falls prone again at the end of each turn it moves 5 feet or more. |
| 4 | The creature is distracted by visions and voices and has disadvantage on attack rolls and Wisdom (Perception) ability checks. |
| 5 | The creature is unsure of itself. It can move or take an action on its turns but not both and it cannot use reactions. |
| 6 | The creature is reckless. It has advantage on attack rolls and attack rolls against it have advantage. |
| 7 | The creature is deafenedand cannot see objects of creatures further than 30 feet away. |
| 8 | The creature is frightenedof you. |
Channel Divinity: Prophecy of Doom
Starting at 2nd level, you can use your Channel Divinity to speak a prophecy, inducing visions and hallucinations in nearby creatures.
Otherworldly Calm
Starting at 6th level, you gain resistance to psychic damage and advantage on saving throws against being [Tooltip Not Found].
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Sing the Song That Ends the World
Starting at 17th level, creatures who fail a save against your Prophecy of Doom feature take 10d10 psychic damage. Once a creature has taken damage in this way, it can't take damage from this feature again for 10 minutes.
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