Cleric
Base Class: Cleric

Many religions feature stories of the apocalypse, such as the rapture or Ragnarok. An apocalypse domain cleric may be one who interprets prophecies of the apocalypse or simply pays heed to them.

A cleric of the apocalypse domain stands resolute, never compromising the will of their deity, for any day could become the day of judgement. Fuelled by the tenets of their gods they bring forth their judgement wherever they walk. Their unwavering devotion ensures that, in the face of the unpredictable, they stand ready to navigate days that may herald destiny's decree.

Domain Spells

1st-level Apocalypse Domain feature

Your religious knowledge of the end of all things grants you access to certain spells.

You gain access to additional spells when you reach certain levels in this class, as shown on the Apocalypse Domain Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Apocalypse Domain Spells
Cleric LEVEL SPELLS
1st thunderwave, hellish rebuke
3rd hold person, shatter
5th fireball, call lightning
7th banishment, blight
9th contagion, dream

Bonus proficiency

1st -level Apocalypse Domain feature

You gain proficiency with martial weapons and heavy armor.

Disruptive Force

1st-level Apocalypse Domain feature

Whenever you unleash a spell of 1st level or higher, an undercurrent of impending chaos propels creatures within 5ft. of you an additional 5ft. away. This manifestation of cataclysmic force anticipates the discord you usher, a foreshadowing touch to the cosmic upheaval you embody.

You can use this feature a number of times per long rest equal to your Wisdom modifier (minimum of once).

Channel Divinity: Omen of Desolation

2nd-level Apocalypse Domain feature

As an action, you present your holy symbol, humanoids of your choice that are within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If a creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Foreseer of Doom

6th-level Apocalypse Domain feature

You are able to sense danger as it approaches you and ready yourself to face it. when you are targeted by an attack, spell or other effect that would cause you to receive damage, you can use your reaction to grant yourself resistance to one of the damage types about to be applied. The damage resistance lasts an amount of hours equal to your Wisdom modifier (minimum of one hour).

Once you use this feature you cannot do so again until after you finish a long or short rest.

Divine Strike

8th-level Apocalypse Domain feature

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 damage. When you reach 14th level, the extra damage increases to 2d8.

Divine Verdict

17th-level Apocalypse Domain feature

You stand ready to embody the end of all things, imposing a sense of dread on all creatures. You are a harbinger of the apocalypse in mortal form, wielding the power to bring either holy fire or, instead, hope.

When you use your Channel Divinity: Omen of Desolation, you can choose to affect any creatures of your choice, not just humanoids. Furthermore, the range changes from within 30 feet of you to within 60 feet of you and targeted creatures take 5d10 fire damage immediately before they are turned on a failed save. This instance of treats fiends that are immune to fire damage as if they were only resistant to it. Alternatively, instead of instilling fear and causing harm, you can choose creatures within 60 feet of you, offering them the hope they need to stand against the dreadful odds. If you opt to use your Channel Divinity in this manner, the selected creatures gain 5d10 temporary hit points for up to an hour. Moreover, while a creature has these temporary hit points, they gain the effects of the bless spell.

You can use three uses of Channel Divinity at once when using this feature to force creatures affected to fail their saving throws.

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