Base Class: Cleric
A Cleric who rejects the god they once served would, in theory, be left destitute and powerless. However, by some arcane power, certain apostate Clerics, once the most adamant adherent of their deity, now wield unholy energy stemming from the hole left by their god. The Apostasy Domain, therefore, is not a true domain, but rather a collective of disowned Clerics who have left their faith. They represent no god, rather serving themselves and those who ally with them.
Apostasy 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 |
Bonus Cantrips
When you choose this domain at 1st level, you gain proficiency in the Religion skill, and you gain the mind sliver and chill touch cantrips. For you, these cantrips count as cleric cantrips.
Unholy Leech
Beginning at 1st level, the dark powers you wield can literally steal life from those who oppose you. When you cast a spell of 1st level or higher that deals damage to a creature other than you, you gain hit points equal to the spell’s level.
Channel Divinity: Instill Dread
Starting at 2nd level, you can use your Channel Divinity to inspire fear in your enemies.
As an action, you present your holy symbol and exude an aura of terror around you. You may choose as many creatures as you have charges of Channel Divinity that are not an ally within 30 feet of you that can see you. The chosen creatures must make a Charisma saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom bonus. Upon failure, the non-allied creatures are Frightened of you for up to a minute. The only actions it can take while Frightened are to either Dash away from you or to roll another savings throw at the end of their turn. On a success, the creature is no longer Frightened, and may make this save at the end of each of their turns until they succeed and are no longer Frightened.
Forsaken by the Gods
Also starting at 6th level, the sense of gloom that pervades you has a strong demoralizing effect on others. As a reaction, when you or an ally that you can see within 30 feet of you suffers a hit, you can sap their will and turn it into a miss. Alternatively, when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.
You can use either one of these reactions a number of times equal to your Wisdom modifier (minimum of once), but either will expend a use of the feature. You regain all expended uses when you finish a long rest.
Heretic’s Resolve
As a pariah shunned by the divine, you have become less affected by the energies wielded by both good an evil gods. At 8th level, you gain resistance to radiant damage and necrotic damage.
At 11th level, this feature is expanded to include resistance to force damage.
Crush The Faithful
At 17th level, you can, as an action, surround yourself with an aura of unholy energy that lasts for 1 minute. The aura casts a magical darkness, like that caused by the darkness spell, over all non-allied creatures. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are granted the ability to see through the magical darkness you have cast, as if they possessed Devil’s Sight. Fiends and fey are not affected by this aura.
While the aura lasts, you can use a bonus action on your turn to attack one creature. Any spell attacks against the targets in the magical darkness that hit will cause the target to take necrotic damage equal to 3d10 + your Wisdom modifier.
After activating the aura, you can't do so again until you finish a long rest.
Previous Versions
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9/5/2022 1:35:23 PM
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9/7/2022 12:55:00 PM
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