Cleric
Base Class: Cleric

The Apocalypse will come. The Material Planes will be engulfed in flames, only to be reborn from the ashes. Or at least that's what the clerics of the apocalypse claim. Not all harbingers of the end of days are warmongering murderers and arsonists, in fact most doom-sayers have a positive outlook on the world, inciting people to enjoy life before it all ends. Some of these clerics think it is their sacred duty to bring the end of the world as quickly as they can, propagating the seeds of evil and destruction, while other are merely street entertainer, sharing the good news that life is sacred and should be cherished while they dance and breathe fire on street corners. The Gods of the Apocalypse are not many, but they do have followers across the multiverse. Some are lost in deep slumbers (Ragnarok, Cthulhu) while others are slowly gaining powers in order to bring an end to life in the world (Veccna, Orcus). Evil clerics of the apocalypse often seek the company of demons, which have a similar hatred of life and everything.

Domain Spells

You gain domain spells at the cleric levels listed in the Apocalypse Domain Spells table. See the Divine Domain class feature for how domain spells work.

Apocalypse Domain Spells

Cleric Level Spells
1st  alarm,  earth tremor
3rd  augury,  darkness
5th  erupting earth,  phantom steed
7th  fire shield,  phantasmal killer
9th  contact other plane,  dream

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapon. You also gain proficiency in the Intimidation skill.

Visions of Impending Doom

Also starting at 1st level, your visions of impending doom allow you to be better prepared against dangers. Whenever you or an ally in sight within 60 ft. makes a saving throw, you can roll a d4 and add the result to the saving throw. You can use this ability a number of times per day equal to your Wisdom modifier (minimum of once).

Channel Divinity: The End is Nigh

Starting at 2nd level, you can use your Channel Divinity to provoke visions of the end of times in another creature.

They must make a Wisdom saving throw against your spell save DC. On a failure, they become frightened for a number of turns equal to your cleric level plus your wisdom modifier.

Spirit of Ragnarok

Beginning at 6th level, you gain the ability to summon a spirit of Ragnarok. As a bonus action, you can magically summon a spirit of Ragnarok within 120 feet of you. The spirit uses the constrictor snake statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:

  • The spirit counts as a fiend, not a beast.
  • It appears with a number of temporary hit points equal to half your cleric level.
  • It can move through other creatures and objects as if they were difficult terrain. The spirit takes 5 force damage if it ends its turn inside an object.
  • Whenever a creature is killed by the spirit, you gain a number of temporary hit points equal to your wisdom modifier.

The spirit appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the spirit. The spirit of Ragnarok can only attack living creatures. The spirit disappears if it is reduced to 0 hit points, if no living enemy creature are visible, or after 5 minutes.

Divine Strike

At 8th level, 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 fire or necrotic damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Apocalyptic Tremors

Starting at 17th level, whenever you hit a target with your divine strike, you provoke an apocalyptic tremor, causing every creature you choose in a 30 ft. radius around the target to have to make a Strength saving throw against your spell save DC or be knocked prone.

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