Cleric
Base Class: Cleric

Fear is one of the oldest of mortal emotions, crafted by the gods themselves as a test for their subjects. Without fear, mortals could not have bravery and courage. It is for this reason that the Domain of Fear worships and perpetuates fear and the deities that define it.

Domain Spells

1st-level Fear Domain feature

You gain domain spells at the cleric levels listed in the Fear Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

Fear Domain Spells

Cleric Level Spells
1st cause fear, dissonant whispers
3rd mind spike, silence
5th fear, major image
7th phantasmal killer, raulothim's psychic lance
9th synaptic static, dominate person

Aspect of Terror

Starting at 1st level when you follow the Domain of Fear, you are gifted by your deity the ability to tunnel into the minds of others, and unlock their deepest fears. As a bonus action, you may deal 1d4 psychic damage to a creature you can see within 60 feet of you.

That creature must make an Intelligence saving throw against your spell casting DC or be frightened of you for 1 minute. A creature may spend an action on their turn to repeat the save. You may use this ability a number of times equal to your Proficiency bonus per short rest.

Nightmare Priest

At 1st level, as a priest devoted to fear in all its forms, you have learned techniques to strip away any barriers a victim may have against terror. You can now effect creatures with immunity to the frightened condition as if they had no immunity.

Additionally, you now have advantage on saves made to avoid and/or end the frightened condition; This advantage becomes a full immunity to the condition at 10th level. You also learn the mind sliver cantrip. This cantrip does not count against your spells known and is always prepared.

Channel Divinity: Nightmare Totem

2nd-level Fear Domain feature

You are able to channel the power of your deity into a focused point, concentrated onto an idol. As an action, you may summon a terrifying totem -- A scarecrow, a pillar of skulls, or any other frightening form of your choice -- to a point you can see within 60 feet of you.

The totem produces a localized area of unimaginable, crippling fear in a 15 foot sphere centered on it. Creatures (including yourself) that enter the area for the first time in a turn or begin their turn there must make an Intelligence saving throw against your spellcasting DC or become frightened of the Totem for 1 minute.

Creatures in the area are also deafened as the totem releases a cacophony of unending, ear-splitting screams. Creatures that break line of sight with the Totem can use an action on their turn to make the saving throw again, attempting to steel themselves against the fear. The totem lasts for 1 minute or until you dismiss it as a bonus action.

All-Consuming Fear

Starting at 6th level, you drive such terror into the hearts of your enemies that their minds are wracked with nightmarish visions of incomprehensible horrors. Creatures that are frightened of you and/or your Nightmare Totem take 1d6 + Proficiency bonus psychic damage at the start of each of their turns.

If you would ever roll under 13 for an intimidation check, you roll exactly 13 instead.

Maddening Dread

Starting at 8th level, your every action carries with it an imposing presence that eats away at your enemies' minds like acid.

Once per turn, when you deal damage to a creature that is frightened of you and/or your Nightmare Totem, that creature takes an additional 1d6 + Proficiency bonus psychic damage.

Cower In Fear

At 17th level, your true mastery of fear leaves your enemies reduced to whimpering, cowering in place, unable to move as a result of the horrifying images you create in their minds.

Whenever a creature starts their turn, if you can see them and they are frightened of you and/or your Nightmare Totem, you may have that creature make a Wisdom saving throw against your spell casting DC or become paralyzed until the start of their next turn.

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