Cleric
Base Class: Cleric

Gods of fear keep mortals in check, one way or another. They are there to remind those in power that their arrogance is unfounded and they can fall just like the rest, to keep the weak safe by showing the dangers of the world around them and what to avoid, or to keep the disobedient in line when they stray too far from the path and must be shown the consequences of their actions. Fear is a complex and often taboo force, not necessarily benevolent but at the same time necessary for survival. Gods of fear include Phobos, Bane, and Gallows, the Strawman. Clerics of the fear domain use their divine gifts to make sure everyone knows that no matter who or what they think they are, everyone has something to fear.

Domain Spells

Fear Domain Spells
Cleric LEVEL SPELLS

1st

cause fear, wrathful smite

3rd

pass without trace, phantasmal force

5th

major image, enemies abound

7th

banishment, greater invisibility

9th

cone of cold, dream

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons and the Intimidation skill.

Piercing Dread

Also starting at 1st level, even the bravest souls will know terror in your presence. Your cleric spells and abilities ignore immunity to the frightened condition, and a creature cannot benefit from advantage on saving throws to resist your cleric spells and abilities that cause them to be frightened.

Channel Divinity: Frozen in Fear

Starting at 2nd level, you can use your Channel Divinity to halt the escape of those you've scared.

As a bonus action, you can cause any number of creatures under the frightened condition within 30 ft. of you to make a Charisma saving throw. On a failed save, a creature is stunned for one minute. At the end of each of the creature's turns, it can make a Wisdom saving throw, and on a successful save the stunned effect ends.

Nightmare Stalker

Beginning at 6th level, it becomes easier to hunt down your foes. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 10 feet of the target frightened by you. To teleport in this way, you must be able to see the frightened target.

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.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine 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 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Unshakable Horror

At 17th level, the fear you inspire becomes even more effective. Creatures frightened by you within 30 ft. of you have disadvantage on the saving throws of your cleric spells and abilities while they can see you.

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