Base Class: Cleric
A Visceral Domain Cleric worship the gods of Death and war, for they give their own life to the gods to empower a fight to please them. They are people of sacrifice and won't hesitate to harm themselves to kill others.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with Martial Weapons
Knight of Death
Also starting at 1st level, you know of the sacrifice needed to please your gods. You can choose to deal extra damage to any attack you make by 1d8 extra damage, but you take half the extra damage that you rolled on the d8 to yourself (to a minimum of 1 damage to you).
Visceral 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 |
Channel Divinity: Seek Death
Starting at 2nd level, you can use your Channel Divinity to seek all who deserve death.
As an action, you present your holy symbol and evoke a Fire you hold to expose where all the enemies with in 30 ft of you are, having them all be affected by the spell Faerie Fire for 2d4 rounds. They also take 1d4 extra damage from you while under this effect.
Death's Vigor
Beginning at 6th level, death of creature bings you vigor to continue on. When you kill a creature you heal hit points equal to your wisdom modifier + Cleric level.
Death's Mark
At 8th level, you gain the ability to infuse your enemies with Death's Mark. As an action you choose a creature within 45 ft of you, that target must make a constitution saving throw at disadvantage against your spell save dc. If they fail then they will take 8d8 necrotic damage once they get hit with an attack.
You can do this once per long rest
At 14th level, this necrotic damage ignores resistances, and at 18th level this damage ignores necrotic damage immunity.
Death's Presence
Starting at 17th level, as a bonus action you can summon's death's Presence to yours. All targets you pick with in 100 ft radius of you must make a constitution saving throw of your wisdom modifier + cleric level. On a failed save they instantly drop to zero hit points, on a successful save they take 53(15d6) damage.
If the target has more than half health they make the save with advantage, if they are below half health they make a normal save, and if they are at 1/4 health or less they make the save with disadvantage.
You can use this feature once per 10 days.
Previous Versions
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6/19/2020 6:56:44 PM
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