Base Class: Cleric
Clerics of the Frenzy Domain are devoted to the worship of the intense and chaotic flame that burns within all living beings. They believe that by embracing the wild and unpredictable nature of this flame, they can achieve great power and unlock new abilities.
Domain Spells
You gain domain spells at the cleric levels listed in the Frenzy Domain Spells table. See the Divine Domain class feature for how domain spells work.
Frenzy Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | cause fear, dissonant whispers |
| 3rd | crown of madness, phantasmal force |
| 5th | enemies abound, fear |
| 7th | phantasmal killer, confusion |
| 9th | geas, synaptic static |
Bonus Proficiencies
When you choose this domain at 1st level,At 1st level, you gain proficiency in the Acrobatics skill. Additionally, you gain proficiency with one of the following weapons: scimitar, whip, or hand crossbow.
Frenzied Blaze
Additionally at 1st level, you gain the ability to tap into the frenzied blaze within yourself. As a bonus action, you can enter a frenzied state, gaining the following benefits for 1 minute:
- You have resistance to psychic damage.
- Your movement speed increases by 10 feet.
- When you use the Attack action on your turn, you can make one additional melee weapon attack.
- You can use your reaction to take an additional opportunity attack.
- Once you use this feature, you can't use it again until you finish a short or long rest.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Frenzy Flames
Starting at 2nd level, you can use your Channel Divinity to stoke the inner flames of yourself or an ally.
As an action, you can grant yourself or a creature within 30 feet of you advantage on Dexterity-based ability checks and saving throws for 1 minute. During this time, any creature that hits you or the target with a melee attack takes psychic damage equal to your cleric level.
Flame of the Unpredictable
At 6th level, you gain the ability to harness the chaotic nature of the Flame of Frenzy to manipulate the battlefield. Whenever you cast a spell that deals psychic damage, you can choose to make it a wild spell. Roll a d6 and consult the following table:
- The spell deals half damage.
- The spell deals double damage.
- The spell casts a second time, affecting the closest enemy within range.
- The spell creates a 10-foot explosion centered on the target, dealing psychic damage equal to your cleric level to all creatures within range.
- The spell leaves a patch of psychic flames on the ground where it hits, causing any creature that enters the area to take psychic damage equal to your cleric level. The patch lasts until the end of your next turn.
- The spell strikes fear into the target, causing the target to become frightened of you until the end of your next turn.
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.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the maddening power of frenzy. 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.
Frenzied Inferno
At 17th level, you can unleash a frenzied inferno upon your enemies. As an action, you can choose a point within 60 feet of you. Each creature within a 30-foot radius of that point must make a Dexterity saving throw, taking 10d6 psychic damage on a failed save, or half as much damage on a successful one. In addition, any creature that fails the saving throw must make a Wisdom saving throw or be frightened of you for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.
Comments