Base Class: Cleric
In a distant land, a great rain fell, cursing those it touched with a fate of pure agony; 'Twas it was labeled the rain of death. Villages and kingdoms alike fell to this downpour, each droplet trapping the souls of its victims to a husk of a body. The remaining survivors fought these husks with what little they had, yet it was useless, for the husks - now known as the blighted - were too strong and numerous for the simple commonfolk to deal with. That was until a lady in white showed an ability that was never seen before, the ability to absorb this blight into herself. People were brought to this lady and were cured of their maladies, but this took a great toll to her health. The body of the priestess began to wither and rot as more and more blight was consumed. Eventually, she couldn't handle the stress of the blight any longer, so it was decided for her to nurture a successor to continue this cycle of endless torment...
The blighted domain has you take the role of a vessel to consume blight and decay. Your body will wither and rot, but to cure the maladies of this world, is this a burden you are willing to take? That is for you to decide once you tread the domain of the blighted as though before you did.
This subclass contains references to content from the commercial IP Ender Lilies. Ender Lilies is copyrighted by BINARY HAZE INTERACTIVE Inc., the publisher, and the developers Adglobe and Live Wire. Fans can use game assets for non-commercial purposes, such as on websites or social media, as long as they include the copyright notice: ©BINARY HAZE INTERACTIVE Inc.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor and medicine.
Purification
Starting at 1st level, you obtain the ability to purify the mind, body, and soul of those you come upon. However, purification is a brutal task and those who attempt it must take the ailment the victim is suffering from. While in physical contact with an afflicted creature, as a bonus action, you may transfer either one disease, a curse, or a condition afflicting it to yourself. The condition can be blinded, deafened, paralyzed, poisoned, or stunned. A curse transferred this way cannot be one inflicted by a magic item currently attuned to the purified creature. Upon taking condition, disease, or curse in this manner, its duration and effects are temporarily suspended for 1 minute, after which they resume as normal.
Each time you perform a purification, you gain a fragment of the malady you absorbed. These fragments manifest physically as minor, often grotesque mutations, such as fleshy growths, boney protrusions, or rotted skin. These mutations grant no mechanical benefit.
Blighted Fragments. You can have a number of fragments equal to your proficiency bonus + your wisdom modifier (minimum of 1). Fragments can be used to manifest and/or empower a myriad of Blighted Spirits. You may also transfer your magical energies into blighted fragments. As an action, you may expend a spell slot and obtain a number of blighted fragments equivalent to the spells level.
Blighted Spirits. You obtain three blighted spirits of your choice. Each blighted spirit takes the form of different aspect of blight and each one can consume a form of vitality to empower its form. You obtain an additional blighted spirit of your choice at 5th, 11th, and 17th level. Each time you obtain new spirits, you can also replace one spirit you control with a different one. Finally, some spirits will grow in power as you reach certain levels.
Empower. Some spirits can be empowered to enhance their effects for one use. Empowering a spirit requires blighted fragments and usually another form of resource. Empowering a spirit does not require any form of action.
Saving Throws. Some of your spirits require your target to make a saving throw to resist the spirit's effects. The saving throw DC is equal to your Cleric save DC.
Dark Witch
The blighted spirit of a witch who wields a powerful arcane magic. As an action, you can fire a magical orb towards a target within 60 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage.
Enhance. To enhance the witch, you must expend 3 blighted fragments and expend 1 hit die. You can fire 2 additional orbs towards targets within range. This expends 3 uses of this spirit.
This spirits damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You can use this spirit a number of times equal to 2 times your proficiency bonus until you take a long rest.
Elder Warrior
The manifestation of a war chief with the voice of a raging beast. As an action, you may manifest the war chief to slam his hammer down. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 magical bludgeoning damage.
Enhance. To enhance the warrior, you must expend 1 blighted fragment and 1 hit die. The attack deals an additional 1d6 acid or poison damage (your choice) and knocks targets prone on a failure. Additionally, you may expend an another blighted fragment to increase the range of the attack by an additional 5 feet.
This spirits damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Fallen Archer
The blighted spirit of an archer who was left to die forgotten. As an action, you can expend 1 or more blighted fragments to summon the spirit of an archer. A 30 foot cone emanates from you in a direction of your choosing. Each creature in the cone must make a Dexterity saving throw. On a failure, the creature takes 1d12 magical piercing damage for every blighted fragment consumed, or half as much on a success.
You can use this feature a number of times equal to your proficiency bonus regaining all expended uses on a long rest.
Floral Sorceress
The spirit of a widowed sorceress who was corrupted by the very thicket she studied in. As an action, you can expend 1 or more blighted fragments to summon the spirit at a point you can see within 30 feet. A violent vortex appears at the space and lasts until the end your next turn. Any creature that starts its turn within a 10 foot radius of the vortex must make a Strength saving throw. On a failure, the creature takes 1d10 magical bludgeoning damage for every 2 blighted fragments you expend and fall prone. On a successful save, the target takes half as much damage and isn't knocked prone.
Fungal Sorcerer
The twisted spirit of a widowed mage who has been amalgamated into mushroom-like appearance. As an action, you may expend a 1 or more blighted fragments. Choose a point within 30 feet for the spirit to expel a noxious gas that expands to a 10 foot radius. The gas spreads around corners and lasts until the end of your next turn or until a heavy wind disperses the gas. When the gas would end, you may instead expend a blighted fragment to sustain its duration until the end of your next turn (no action required).
When a creature enters the radius or starts its turn there, that creature must make a Constitution saving throw. On a failure, the creature takes 1d8 poison or acid damage (your choice) per fragment expended when the gas was created and is poisoned until the end of its turn. On a success, the creature takes only half damage and isn't poisoned. Creatures are affected even if they hold their breath or don't need to breathe.
Headless Defender
The blighted spirit of a dying soldier who lost their head. When you would be hit by an attack, as a reaction, you can expend a blighted fragment to summon the spirit of the defender to protect you. Roll 1d6 and add the result to your AC until the end of the turn. If this bonus causes the attack to miss, the attacker takes magical piercing equal to 2 times the result of the d6.
You can use this feature a number of times equal to half of your proficiency bonus (rounded down) per long rest.
This spirit's AC bonus increases by +1 when you reach 5th level (1d6+1), 11th level (1d6+2), and 17th level (1d6+3).
Hidden Test Subject
The tormented and malformed spirit of a test subject who was locked into an urn. As an action, you may spend 2 blighted fragments to summon the spirit of the test subject within 30 feet. All creatures of your choosing within 10 feet of the spirit regain 2d6 + your Wisdom modifier hit points.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.
Knight Captain
The blighted spirit of the captain who wields a mighty lance. As a bonus action, you may expend 2 blighted fragments to summon the knight captain. Until the end of your turn, your movement doesn’t provoke opportunity attacks and your movement speed increases by 20 feet.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.
Enhance. To enhance the captain, you must expend 3 or more blighted fragments and 1 hit die. This enhanced ability is considered it's own action. As an action, you may unleash the power held within the lance of the Knight Captain. A violent burst of energy forms a line that is 80 feet long and 10 feet wide from you in a direction of your choosing. Each creature caught within the blast must make a Dexterity saving throw. On a failure, the creature takes 2d6 force damage for every blighted fragment consumed and gets knocked prone. On a success, the creature takes half damage and isn't knocked prone.
Mad Knight
The spirit of a rabid and uncontrollable knight. As a bonus action, you can expend a blighted fragment to draw from the wrath of the mad knight. You can target a willing creature (including yourself) you can see within 30 feet. The next weapon attack or spell attack roll that creature makes has advantage. After that attack resolves, the next attack roll against that creature has advantage.
You can use this feature a number of times equal to your proficiency bonus, regaining expended uses on a long rest.
Town Maiden
The spirit of a lowly maiden who was malformed into the visage of a wolf. As an action, you can expend 2 blighted fragments to summon the maiden in an unoccupied space that you can see within 30 feet. The maiden lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another blighted spirit, or until you're incapacitated. The spirit has AC 13 + your proficiency bonus, a number of hit points equal to 2 times your cleric level, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is a medium creature. If your spirit is ever more than 30 feet from you at the end of your turn, it is dispelled.
On your turn, as a bonus action, you can mentally command the spirit to move up to 30 feet in any direction and make a melee spell attack against a target within 5 feet of it. On a hit, the target takes 1d6 + your wisdom modifier (minimum of 1) magical piercing damage. If the target is a medium creature or smaller, it is grappled (escape DC = your Cleric save DC). Until this grapple ends, the spirit cannot attack another creature.
You can summon this spirit a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
This spirits damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)
Umbral Knight
The blighted spirit of a warrior manifested with blade in tow. As an action, you may manifest the knight within 30 feet. It will make a melee spell attack against a creature of your choice within 5 feet using your spell attack bonus. On a hit, the target takes magical slashing damage equal to 1d8 + your spellcasting modifier.
Enhanced. To enhance the knight, you must expend 2 blighted fragments and 1 hit die. The attack deals an additional 1d8 acid or poison damage (your choice).
This spirits damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Western Merchant
The falcon-like spirit of a traveling merchant who never made it home. As an action, you can expend 3 blighted fragments to summon the merchant in an unoccupied space that you can see within 20 feet. The merchant lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another blighted spirit, or until you're incapacitated. The spirit has AC 12 + your proficiency bonus, a number of hit points equal to your cleric level, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is a medium creature. The spirit can also fly. If your spirit is ever more than 60 feet from you at the end of your turn, it is dispelled.
On your turn, as a bonus action, you can mentally command the spirit to move up to 20 feet in any direction and make a ranged spell attack against a target within 30 feet of it. On a hit, the target takes 1d6 force damage.
You can summon this spirit a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.
The spirit will fire additional attacks as you reach higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. The spirit can attack the same target or different ones. Make a separate attack roll for each time the spirit attacks.
Channel Divinity: Luminant Aegis
Starting at 2nd level, you can use your Channel Divinity to grant reprise to the the blighted and impure.
As an action, you present your holy symbol, creating an aura of vitality that extends 30 feet from you that lasts for 1 minute. Once activated, all creatures of your choosing within the aura who are suffering from a condition or disease have those effects suppressed for the duration. The condition can be blinded, charmed, deafened, frightened, poisoned, and paralyzed. While under the aura’s protection, affected creatures are immune to disease and to the blinded, charmed, deafened, frightened, poisoned, and paralyzed conditions.
Plagued Vessal
Beginning at 6th level, you start to naturally attract blight. At the end of a long rest, you regain a number of blighted fragments equal to one-third of your cleric level (rounded down), up to a maximum equal to one-third of your cleric level. You cannot exceed this maximum number of blighted fragments through this feature.
Additionally, your body has started to build a natural tolerance to the maladies that plague this world. You have resistance to poison and acid damage, and you have advantage on saving throws against disease and being poisoned.
Spirit Strike
At 8th level, you gain the ability to infuse your attacks with a spiritual aura. Once on each of your turns when you hit a creature with a weapon attack or melee spell attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Quietus
Starting at 17th level, you have reached the apex of this sacrificial journey. When you would be reduced to 0 hit points, you can choose to temporarily lose access to one of your blighted spirits until you finish a long rest. If you do, you instead regain hit points equal to half your hit point maximum (rounded down) and unleash a violent burst of blighted energy.
Each creature of your choice within 20 feet of you must make a Constitution saving throw. On a failed save, a creature takes 3d10 poison or acid damage (your choice), or half as much on a successful one. For every creature that fails its saving throw, you regain one blighted fragment.
Once you use this feature, you can’t do so again until you finish a long rest.
Previous Versions
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