Base Class: Cleric
Gods of many sorts – from the free spirited or the stoic to the mischievous and the vile – are often willing to harbor the varying natures of betrayal. Some value their servants who embrace chaos as the natural order or those that choose independence over submission. Other deities seek out any followers with the tenacity to act as a hand in the shadows. Still, many gods are jealous and perhaps eager to receive new worshipers who have left the fold of another god. The betrayal domain can include clerics who wish to see their foes undone before them, those who might manipulate the faith for personal gain, clerics who would reject all others but their own kind, any hero seeking vengeance or control, and even the insane. (Adventurers' Appendices pg.5)
Betrayal Domain Spells
|
Cleric Level |
Spells |
|
1st |
disguise self, unseen servant |
|
3rd |
ray of sickness, mirror image |
|
5th |
counterspell, hypnotic pattern |
|
7th |
blight, vitriolic sphere |
|
9th |
destructive wave, hold monster |
Bonus Proficiencies
At 1st level you gain proficiency with martial weapons and you learn one cantrip of your choice from the wizard spell list.
Betrayer’s Mark
Starting at 1st level, you gain the ability to temporarily tether your life force to that of another creature. When you suffer an attack or are the target of a healing effect, you can choose any one creature within 30 feet of you and share half of the damage or healing you received rounded down. You can use this feature a number of times equal to your Wisdom modifier (minimum of one). You regain all expended uses when you finish a long rest.
Channel Divinity: Twisted Fate
At 2nd level you can use your Channel Divinity to meddle with the fates of up to two creatures. As a bonus action you choose any two creatures or objects within 30 feet of you and cause them to teleport trading locations. The creatures or objects must be within one size of each other for the spell to work properly. A hostile creature can attempt a Wisdom saving throw to prevent being teleported. If it succeeds it does not move while the second creature or object is still transported, appearing in any adjacent space to it.
Neurotoxins
Beginning at 6th level your deity has hallowed you in order to allow lethal toxins to flow freely through your veins and within your divine magic. You gain a resistance to both poison and necrotic damage, and whenever you deal poison damage to a creature it must succeed a Constitution saving throw against your spell DC or become poisoned.
Divine Strike
At 8th level you gain the ability to infuse your weapon strikes with poison. 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Disciple of Pain
At 17th level you have learned to channel your suffering into power. When you take damage from a critical attack you may recover one expended spell slot. The spell slot level you recover can be equal to or lower than the number of your own hit dice that would be needed to match the damage rolled for the critical attack.
Previous Versions
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9/19/2020 6:43:22 PM
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62
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14
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1.0
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Coming Soon
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