Clerics are often elite agents of gods, empowered beyond the capabilities of regular priests and sworn to follow and obey the tenets of their religion in ways that the average mortal couldn't. Some clerics served primordials, fiends, or some other empowered being and might require certain tasks or an offering of a foul sacrifice in exchange for a portion of their power. However, the majority remained servants of the truly divine. ~
Death Domain Clerics are not focused on creating undead, but attacking with necrotic damage.
Death Domain Spells
- 1st--False Life, Ray of Sickness
- 3rd--Blindness/Deafness, Ray of Enfeeblement
- 5th--Animate Dead, Vampiric Touch
- 7th--Blight, Death Ward
- 9th--Antilife Shell, Cloudkill
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Reaper
At 1st level, you learn one necromancy cantrip of your choice from any spell list. For you, this cantrip counts as a cleric cantrip.
When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures that are within range and within 5 feet of each other.
At 10th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, that spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
Channel Divinity: Touch of Death
Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.
Inescapable Destruction
Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells get an extra die. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores resistance to necrotic damage.
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 a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Improved Reaper
Starting at 17th level, you learn one 5th level and one 6th level necromancy spells of your choice from any spell list. Additionally, any radiant damage spells you cast can be changed into necrotic damage.
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