Base Class: Cleric
Whether knowingly or not, you worship a god or entity destined to bring about the end of the planes as we know them. You may worship this entity to appease them and in doing so forestall this “inevitable” end, worship an aspect of them separate from their ultimate destiny, or you may embrace the eventual destruction and seek to hasten it, or merely nihilistically enjoy yourself before it happens.
Ultimate Destination
When you choose this domain select one of the following options: Broken, Flooded, Overgrown, Plagued, Scorched, or War torn, This selection will affect various class features in this domain.
Domain Spells
Depending on your Ultimate destination selection you gain access to the following spells. When you reach the appropriate level, select one spell from your list to always have prepared. This spell counts as a cleric spell for you and does not count against your total prepared spells. The other two are added to the cleric spell list for you and count as cleric spells.
Broken:
1st: Earth tremor, Magnify gravity. Thunderwave
3rd: Shatter, Heat metal, Enlarge/reduce
5th: Erupting earth, Wall of sand, Tidal wave
7th: Gravity sinkhole, Stoneskin, Vitriolic sphere
9th: Transmute rock, Wall of stone, Destructive wave
Flooded:
1st: Fog cloud, Thunderous smite, Armour of agathys
3rd: Warding wind, Gust of wind, Alter self
5th: Wall of water, Tidal wave, Water breathing
7th: Watery sphere, Evard’s black tentacles, Dominate beast
9th: Maelstrom, Conjure elemental, Cone of cold
Overgrown:
1st: Entangle, Goodberry, Earth tremor
3rd: Alter self, Spike growth, Barkskin
5th: Plant growth, Speak with plants, Elemental weapon
7th: Guardian of nature, Dominate beast, Grasping vine
9th: Wrath of nature, Tree stride, Commune with nature
Plagued:
1st: Cause fear, Ray of sickness, Fog cloud
3rd: Ray of enfeeblement, Blindness/deafness, Crown of madness
5th: Bestow curse, Stinking cloud, vampiric touch
7th: Blight, Giant insect, Sickening radiance
9th: Cloudkill, Enervation, Negative energy flood
Scorched:
1st: Searing smite, Burning hands, Hellish rebuke
3rd: Aganazzar’s scorcher, Heat metal, Hellish rebuke
5th: Fireball, Summon lesser demons, Melf’s minute meteors
7th: Fire shield, Wall of fire, Summon greater demon
9th: Flame strike, Immolation, Infernal calling
War-torn:
1st: Wrathful smite, Catapult, Absorb elements
3rd: Crown of madness, Heat metal, Enlarge/reduce
5th: Fear, Blinding smite, Haste
7th: Find greater steed, Confusion, Staggering smite
9th: Hold monster, Banishing smite, Wall of force
Bonus Proficiencies
When you choose this domain at 1st level, you gain certain additional abilities based on your ultimate destination.
Broken:
You gain proficiency with heavy armor and learn the mold earth cantrip.
Flooded:
You gain proficiency with martial weapons and learn the shape water cantrip.
Overgrown:
You gain proficiency with the nature skill and learn the druidcraft cantrip.
Plagued:
You gain proficiency in the medicine skill and learn the infestation cantrip.
Scorched:
You gain proficiency with martial weapons and learn the firebolt cantrip.
War-torn:
You gain proficiency in martial weapons and heavy armor.
Dark Portent
At 1st level you gain the ability to share a glimpse of your vision with others. Once per long rest you may force a creature within 60 feet of you to make a wisdom saving throw or become frightened of the closest creature hostile to them on a failure. This effect ends at the end of your next turn.
Channel divinity
At 2nd level you gain an additional option for your channel divinity based on your ultimate destination.
Broken:
You brandish your holy symbol as a bonus action, letting the raw destructive energy of your god flow through you. Until the end of your current turn your weapon attacks and spells deal double damage to objects and structures.
Flooded:
As a bonus action you invoke the fury of the ocean. Until the end of your next turn any creature hit by one of your attacks or spells that deal damage must make a strength saving throw against your spell save dc or be knocked prone as phantom waves sweep over them.
Overgrown:
As an action you present your holy symbol causing thick vegetation to grow over all hostile creatures within 40 feet of you. Each creature must make a dexterity saving throw versus your spell save dc or be grappled by the plants. While grappled in this way the creatures take 1d4 poison damage at the beginning of their turn. A creature grappled may make an athletics or acrobatics check versus your spell save dc as an action, escaping on a success.
Plagued:
As an action you may imbue one weapon or 5 pieces of ammunition with deadly poison. Each time an attack hits with one of those items it deals an additional 1d4 poison damage and the target of the attack must succeed on a constitution saving throw against your spell save dc or be poisoned for one minute. They may repeat the save at the end of each of their turns ending the effect on themself on a success. A piece of ammunition immediately loses the poison and a weapon loses it after 5 hits.
Scorched:
As a bonus action you may imbue your flames with even more potency. Until the end of your next turn anytime you deal fire damage the creature is lit on fire. At the start of their turn they suffer fire damage equal to your proficiency bonus. At the end of their turn they may make a dexterity saving throw against your spell save dc, and extinguish themself on a success.
War-torn
As a bonus action you may grant yourself 1 extra attack every time you take the attack action until the end of your next turn.
Doomsday prophet
At 6th level whenever you use your dark portent ability you may target a number of creatures up to your proficiency bonus, and any creatures who fail the saving throw suffer 2d8 psychic damage in addition to being frightened.
Hasten the inevitable
Depending on your ultimate destination you gain a benefit at 8th level.
Broken:
Whenever you deal bludgeoning, thunder, or force damage you gain temporary hit points equal to your wisdom modifier as your god smiles upon the ruination you cause.
Flooded:
Once per turn when you hit with a weapon attack you may deal an additional 1d8 cold damage. This increases to 2d8 damage at 14th level.
Overgrown:
You may add your wisdom modifier to the damage of any cleric cantrip you cast.
Plagued:
Whenever you inflict a negative effect of some kind (ex. bestow curse, crown of madness, blindness/deafness etc.) on a creature, you may deal 1d8 necrotic damage to them at the start of each of your turns while the target is still subject to the effect.
Scorched:
You may deal an additional 1d8 fire damage once per turn when you hit a creature with a weapon attack. This increases to 2d8 fire damage at 14th level.
War-torn:
You may make a single weapon attack as a bonus action. Your god has seen your skill be honed, and is proud of the battles you cause.
Harbinger of the end days
You gain a significant power based on your ultimate destination at 17th level.
Broken:
You are the pinnacle of ruinous intent. You gain proficiency with martial weapons if you don’t already have it. Additionally, earthquake is considered a cleric spell for you, is always prepared, and doesn’t count against your number of prepared spells.
Flooded:
You may make one weapon attack as a bonus action on your turn. Just as one wave is always followed by another, so are your attacks. You may do this a number of times equal to your cleric level. Additionally, Tsunami is considered a cleric spell for you, is always prepared, and doesn’t count against your number of prepared spells.
Overgrown:
Druid grove is considered a cleric spell for you, it is always prepared, and doesn’t count against your number of prepared spells. Additionally, if you cast it at 8th level, the casting time changes from 10 minutes to one action. You know nature will win in the end and are here to encourage that process.
Plagued:
Whenever you deal damage with your hasten the inevitable feature you heal equal to twice the damage dealt. You have learned to leach vitality from those ridden with your illnesses. Additionally, abi-dalzim’s horrid wilting is considered a cleric spell for you, is always prepared, and doesn’t count against your number of prepared spells.
Scorched:
You have grown from but a spark, to a raging inferno. You may reroll 1s on damage rolls for spells that deal fire damage. You may make one weapon attack as a bonus action on your turn. You may do this a number of times equal to your cleric level. Finally, delayed blast fireball is considered a cleric spell for you, is always prepared, and doesn’t count against your number of prepared spells.
War torn:
You are a pinnacle of battle and bloodshed, your combat prowess impeccable. You may deal an additional 1d8 damage when you hit with a weapon attack. The damage type is the same as the weapon’s. You also learn Maddening darkness is considered a cleric spell for you, is always prepared, and doesn’t count against your number of prepared spells. You may also see through the darkness created this way.
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Posted Apr 21, 2024You cant pick any of the options on here, I like the idea but its unusable on the sheet :((