Cleric
Base Class: Cleric

Gods of the Apocalypse domain in their portfolios promote fear, judgement, punishment, and the end of all things. Some of these priest are sadists who enjoy their grim work for the destruction it causes to the lives of others. Other priests see it as their duty to bring about the end times as a means to cleanse the world of misery and impurity so they might create a better, kinder world. Either way, their gloomy, their often frightening message makes them unwelcome in many civilized places. In particular, those who support or depend on the status quo fear the disruption these priests represent.

Apocalypse Domain Spells

Cleric Level

Spells

1st

bane, grim siphon

3rd

blindness/deafness, enthrall

5th

bestow curse, fear

7th

blight, confusion

9th

contact other plane, souleater

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

You have proficiency in the Arcana skill.

Survival

You have proficiency in the Survival skill.

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 (or unholy) symbol while pronouncing doom to unbelievers. Each hostile creature that can see you and is within 30 feet of you takes necrotic damage equal to 3d6 + your cleric 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

Starting 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 the truth, a lie, or in between. On a successful save, the target cannot be affected by this feature until you finish a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your strikes with necrotic energy. Once on each of the cleric’s turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 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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