Base Class: Cleric
Domain Spells
You gain domain spells at the cleric levels listed in the Inquisitor Domain Spells table. See the Divine Domain class feature for how domain spells work.
| Inquisitor Domain Spells | |
|---|---|
| Cleric Level | Spells |
| 1st | Inflict Wounds, False Life |
| 3rd | Ray of Enfeeblement, Blindness/Deafness |
| 5th | Animate Dead, Bestow Curse |
| 7th | Blight, Phantasmal Killer |
| 9th | Cloudkill, Contagion |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.
Vampiric Touch
Starting at 1st level, you gain the Vampiric Touch spell as a cantrip, which does not count against the number of cantrips you know. The spell's damage scales with your cleric level, as follows:
5th level: 4d6 necrotic damage
9th level: 5d6 necrotic damage
13th level: 6d6 necrotic damage
17th level: 8d6 necrotic damage
In addition, on a failed save against Vampiric Touch, the target is also Decaying until the end of your next turn. (Decaying causes all healing to instead deal damage).
Corrosive Touch Starting at 3rd level, you can replace one use of Vampiric Touch per battle with Corrosive Touch. This touch destroys the target's physical armor and deals 1d8 acid damage.
Vacuum Touch Starting at 3rd level, you can replace one use of Vampiric Touch per battle with Vacuum Touch. This touch deals 1d8 air damage and suffocates and silences the target.
Magic Touch Starting at 3rd level, you can replace one use of Vampiric Touch per battle with Magic Touch. This touch steals a spell slot from the target, restoring a spell slot to you.
Consumption Starting at 5th level, you can mark up to 5 targets that have taken damage in the last 2 turns. You can use Vampiric Touch on any marked target from a distance.
Leech Lord Starting at 8th level, you can choose to leech 1 point of Strength, Dexterity, or Intelligence from targets per use of Vampiric Touch, adding it to your own score. The bonuses stack up to a cumulative value of +5 (e.g., +5 Strength, or +2 Strength, +3 Dexterity, +2 Intelligence, ect.). The score increase lasts for the duration of the current battle
Executioner
Also at 1st level, when you reduce a creature to 0 hit points with a melee attack, you gain an action that you can use before the end of your turn. You can use this feature once per turn.
Channel Divinity: Blood Sucker
Starting at 2nd level, you can use your Channel Divinity to absorb blood and restore your vitality.
As an action, you present your holy symbol and absorb all blood within a 10-foot radius around you. You restore hit points equal to your cleric level + your Wisdom modifier.
Channel Divinity: Shackles of Pain
Starting at 6th level, you can use your Channel Divinity to share your suffering with your enemies.
As a bonus action, you present your holy symbol and choose one creature within 30 feet of you. For the next minute, any damage you take is also dealt to the chosen creature. The effect ends early if the creature is reduced to 0 hit points or if you use this feature again.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with necrotic 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8
Dark Ritual
Starting at 17th level, you can use your action to touch a willing creature, granting them the Dark Ritual effect. For the next 3 turns, the target’s hit points cannot be reduced below 1 point. You can use this feature once per long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/13/2024 11:50:59 PM
|
9
|
0
|
--
|
Coming Soon
|
Comments