Cleric
Base Class: Cleric

Envy. Gluttony. Greed. Lust. Pride. Sloth. Wrath. These are the mortal sins. Acts that offend or defy the gods. Vice is the tendency to commit those sinful acts. While most being tend to strive for the golden mean between two sins, Vice Domain clerics believe there is strength in the extremes. Whether they act using the excess, deficiency or perversion of a virtue, those certain few are willing to empower this temperament. No one is ever truly good or bad, rather landing somewhere in between, but that can be fixed.

Domain Spells

1st-level Vice Domain feature

You gain domain spells at the cleric levels listed in the Vice Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

Vice Domain Spells

Cleric Level Spells
1st command, heroism
3rd enlarge/reduce, magic weapon
5th create food and water, slow
7th compulsion, polymorph
9th dominate person, geas

Bonus Proficiencies

1st-level Vice Domain feature

You gain proficiency in the Deception and Persuasion skills.

Associated Sin

1st-level Vice Domain feature

You can invoke the power of your chosen sin to enable special effects. Choose between Envy, Gluttony, Greed, Lust, Pride, Sloth or Wrath. You can also change your chosen sin when you finish a long rest. The effects are listed alphabetically below.

Envy

You gain the ability to cast the disguise self spell an amount of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. You attempt to replicate the physical appearance of a creature you know.

Gluttony

You gain the ability to cast the goodberry spell an amount of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. Having a little snack never hurt anybody.

Greed

You gain the ability to cast the false life spell an amount of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. Your life is infinitely valuable.

Lust

You gain the ability to cast the charm person spell an amount of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. You are quite irresistible.

Pride

You gain the ability to cast the bless spell an amount of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. Your aid is infalliable.

Sloth

You gain the ability to cast the bane spell an amount of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. Laziness is in reality a weapon.

Wrath

You gain the ability to cast the hunter's mark spell an amount of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. On occasion, war is what's needed.

Channel Divinity: Virtuous Advantage

2nd-level Vice Domain feature

You can use your Channel Divinity to exemplify a persuasive tendency for others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw. If they fail each of those creature's Charisma saving throws are made at disadvantage for the next 10 minutes. Additionally, any Charisma check from you or an ally is made with advantage for the next 10 minutes.

Saint or Sinner

6th-level Vice Domain feature

You have become remarkably adept at dispersing possessive magical energy.

As an action, you can touch a creature, within 5 feet, that is charmedfrightened, or possessed by a celestial, a creature with any class levels, an elemental, a fey, a fiend, or an undead. Once you have made this connection, you may choose to dismiss either the possessed or possessor. The creature must succeed on a CHA saving throw or be sent back to its home plane (if it isn't there already).

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Divine Strike

8th-level Vice Domain feature

You gain the ability to infuse your weapon strikes with divine 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.

Corruptive Influence

17th-level Vice Domain feature

For 1 minute, you may touch a creature, within 5 feet, and attempt to alter the creature's alignment. The creature must succeed on a CHA saving throw or its alignment is changed to one of your choice. Additionally, this creature gains a flaw related to a sin of your choice. Perhaps a gluttony effected creature is compelled to drink every pint of mead or consume every pound of lamb in front of them. These effects last for an amount of days equal to your Cleric level. This creature has advantage on this saving throw unless they are already charmed by you.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

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