Cleric
Base Class: Cleric

The Fear Domain allows a cleric to use fear as a weapon, breaking the spirits of those who oppose them, and softening them up for attack. Often building up large followings by giving people leave to give into their xenophobia and hatred of others, or else urging people to follow them by instilling fear of what the afterlife may hold for them if they don't, Clerics of this domain are experts at using insidious fear and paranoia to get what they want.

Domain Spells

You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.

Grave Domain Spells

Cleric Level Spells
1st shadow blade, false life
3rd detect thoughts, see invisibility
5th fear, slow
7th greater invisibility, phantasmal killer
9th modify memory, dream

Channel Divinity: Turn Undead

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the 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 move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only 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.

Eyes of the Fey

At 1st level, you gain the ability to occasionally sense the presence of the Fey, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect Fey. Until the end of your next turn, you know the location of any Fey within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Aspect of Fear

At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

  • You gain temporary hit points equal to 1d10 + your Cleric level.
  • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You are resistant to the frightened condition.

The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.

Heart of Terror

Starting at 6th level, your soul is intoxicated by the fear that your deity invokes. You can't be frightened. In addition, any creature frightened by you is considered to be under the effects of the bane spell for as long as they are frightened.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Aura of Dread

Starting at 17th level, you emanate an aura of sheer terror and dread. When you use your Aspect of Fear ability, you affect any number of creatures that you choose within 30 feet of you. In addition to the normal effects on a failed save, creatures take 4d10 psychic damage, or half as much on a successful save.

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