Base Class: Cleric
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as the Raven Queen, Baldur, Vulcanis, and Helena are patrons of clerics, whereas the death deities such as Shiva and the unknown god of time and decay both are generally served by the most evil of mortal beings in the material plane. The goddess Mercy, being a death / light god could take on clerical servants if she needed them but has resigned herself to guard the gates of the afterlife than mess with the affairs of mortals.
Level 3: Reaper
At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
Level 3: Death Domain (Tyler) Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Death Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | False Life, Ray of Sickness, Blindness/Deafness, Ray of Enfeeblement |
| 5 | Vampiric Touch, Revivify |
| 7 | Blight, Death Ward |
| 9 | Raise Dead, Antilife Shell |
Level 3: Touch of Death
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to destroy another creatures life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.
Level 6: Inescapable Destruction
Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.
Level 17: Endless Reaping
Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
In addition, if the primary target of this spell dies as a result of the spell you gain Temporary Hit Points equal to the spells level.
Necrotic Strikes
At 6th level, you gain the ability to infuse your weapon strikes with necrotic 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
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