Base Class: Cleric
-- From Kobold Press --
Gods with the Apocalypse domain in their portfolios promote fear, judgement, punishment, and the end of all things.
Divine Domain Option
Priesthoods of such gods consider themselves the messengers of that doom, and they work to spread word of the coming end. Their gloomy, often frightening message makes them unwelcome in many, but not all, civilized places.
Ranting Ruin
When you choose this domain at 1st level, you learn the vicious mockery cantrip. You also gain proficiency in either Arcana or Survival (your choice).
Arcana
Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
Survival
The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.
Channel Divinity: Damnation
Starting at 2nd level, you can use your Channel Divinity to lash out at those who defy your deity's messenger. As an action, you present your holy symbol while pronouncing doom to unbelievers.
Each hostile creature that you can see and is within 30 feet of you takes necrotic damage equal to 3d6 + your class level, or half as much damage with a successful Wisdom saving throw. A creature that has total cover from you is not affected.
Channel Divinity: Weight of Guilt
At 6th level, you can use your Channel Divinity to manipulate a creature's thoughts. You can then use your access to the creature's mind as an advantage when interrogating it.
As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. On a failed save, you automatically know for the next 10 minutes whether anything the target says is true, a lie, or in between. On a successful save, the target cannot be affected by this spell until you finish a long rest.
Divine Strike
At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
Herald of the Apocalypse
At 17th level, you gain resistance to acid, fire, and poison damage.







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