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Cleric Subclasses - New!

This article contains new Subclasses for the D&D 5e Cleric Class, made for the World of Venhum. Enjoy!   Coin Domain   Clerics of the Coin domain value gold, efficiency and well written contract over other "virtues". Their gods often represent dragons, greed and trade, which the clerics often try to mimic if not surpass. Some say they even bargain with their divine magic to be able to cast valueable Spells at a cheaper material cost! Heresy! Overall many can become adventurers and explorers, hunting not only coin, but valuable magical items from times long past.   Level 1   Coin Domain Spells   At each indicated cleric level, add the listed Spells to your Spells prepared. They do not count toward your limit.  
Cleric Level Spells
1st detect magic, identify
3rd knock, see invisibility
5th glyph of warding, hypnotic pattern
7th private sanctum, secret Chest
9th legend lore, passwall
Bonus Proficiency. You have proficiency in all weapons.   Innate Greed
When you choose this Domain at 1st level, you gain proficiency in Sleight of Hand, and you learn the Mage Hand cantrip. For you, this cantrip counts as a Cleric cantrip and does not count against your cantrips known. In addition, you gain the trait: Sin of Greed.   Level 2   Channel Divinity: Dealmaker
Starting at 2nd level, you can use Channel Divinity to replace one of the needed material components with a use of this feature, by bargaining with your divine counterpart. When you are casting a Spell of 1st level or higher that requires a material component that has a gold cost of not more than 125, you can use this feature instead to replace the needed material component once. The gold cost amount of the material component increases by 25 for the following cleric levels: 150g at 5th, 175g at 7th, 200 at 9th, 225 at 11th, 250g at 13th, 275 at 15th and 300 at 17th level.   Level 6   Silver Tongue
Starting at 6th level, the cleric's ability to haggle and barter with most merchants becomes almost a natural occurence. You have advantage on all Charisma ability checks involving any merchant you have formerly purchased something from, and if you are engaged in a conversation with that merchant for at least 1 minute, you can gain advantage on the next Sleight of Hand skill check involving stealing from that very merchant.   Level 8   Gilded Weapons
At 8th level, you gain the ability to infuse your weapon with a gilded sheen, allowing you to collect coin upon a creature's death. You can create a weapon with the trait: Sin of Greed, using an amount of gold equal to 10 x the weapons original cost or cost of purchase if it is a non standard weapon and 8 hours of concentrated work. Once on each of your turns when you hit a creature with a weapon attack, that has the trait: Sin of Greed, you can cause the attack to deal an extra 1d8 weapon damage to the target and you gain a number of gold coins equal to the damage done by this attack if the creature was killed by it. When you reach 14th level, the extra damage increases to 2d8.   Level 17   Appraiser of War
At 17th level, the cleric does not acknowledge violence caused by substandard weaponry and unrefined Spells. You gain resistance to bludgeoning, piercing and slashing damage from nonmagical weapons, you also gain resistance to any damage done by any Spell of 4th level or lower.
Creation Domain   Some Clerics do not wish to only worship a fraction of the original Throne of Creation, the one that the original gods had split into various domains, they rather prefer worshipping the original Throne in all of its glory and power, the power to give and to take. These Clerics are professionals in creating their own wondrous pieces of art, trade goods and much more, be it magically or with their own two hands, and are accepted in many societies, as the worship of all is technically the worship of many secluded religions across Venhum.   Level 1   Creation Domain Spells   At each indicated cleric level, add the listed School of Magic to your Cleric Spell list.  
Cleric Levels Spells
1st All Divination and Illusion Spells
3rd All Enchantment Spells
5th All Abjuration and Conjuration Spells
7th All Necromancy Spells
9th All Evocation and Transmutation Spells
Bonus Proficiency. You have proficiency in three Artisan's Tools of your choice.     Archive of Wisdom
When you choose this Domain at 1st level, you are not directly connected to a singular God of Venhum, but rather their collective experiences, their past decisions, as well as their past wisdom that they have passed onto their followers. This collective archive of gods, alive, dead, banished, reborn and each new one to come answers your prayers and your questions with short phrases, cryptic rhymes or vision of omens. In addition, whenever you succeed on a unique Intelligence based skill or tool, trying to decypher something or gain knowledge from, you increase your Wisdom by 1, up to a total of 24, until you finish a long rest.   Level 2   Channel Divinity: In a Pinch
Starting at 2nd level, you can use Channel Divinity to create something for a short amount of time that is able to be used for a specific task. Using a reaction, whenever you or someone else requires a specific item to complete a task, or even begin it in the first place, you can create this object that will last for the next 10 minutes or until the task is complete. This tasks can even be something that is done during combat, a creature proficient with shields would have been able to avoid an attack if it had a shield, making the task: Avoid the Attack, summoning a shield into their hand and helping them avoid damage. It can also be something as simple as needing a shovel to dig a hole.   Level 6   Minor Miracle
Starting at 6th level, the Throne of Creation covers all Divine Domains and has aspects and powers from all of them, allowing their manipulation to a degree. Using an action, you can invoke a minor miracle, something unoptainable at your current Character level, abilities, feats and more, but it can't be a gamechanger either. For instance, you stand before a temple door that only opens when it is raining, but you find yourself in a desert with no rain in sight, using this feature you could conjure a temporary rain in the area, letting you progress in your journey. Once you have used this feature, you can't do so until you finish a long rest.   Level 8   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 damage of a damage type of your choosing. When you reach 14th level, the extra damage increases to 2d8.   Level 17   Power Word: Creation
At 17th level, you hear a whisper from the Throne of Creation itself, something that spoke it into being, now just a fractured and lost power. You add the Spell power word: creation to your prepared Spells. The Spell does not count toward your limit, and if you have all of Channel Divinity charges, you can spend all of them to cast the Spell instead.
Fertility Domain   These clerics are usually midwifes, specialized in the humanoid anatomy and or run orphanages across the lands of Venhum. They have special abilities to prevent diseases, enable growth and enhance the general drive to copulate.   Level 1   Domain Spells   At each indicated Cleric level, add the listed Spells prepared. They do not count toward your limit.  
Cleric Levels Spells
1st ceremony, purify food and drink
3rd lesser restoration, protection from poison
5th aura of vitaliy, magic circle
7th aura of life, private sancturm
9th greater restoration, raise dead
Anatomy Savant
Starting at 1st level, you gain proficiency in Medicine. In addition you have advantage on Medicine skill checks to stabilize a creature at 0 hit points.   Beacon of Health
Beginning at 1st level, you have advantage on saving throws against being poisoned or being inflicted by a disease, as well as resistance to poison damage. Once a day you can attempt to take a curse, disease or poison from a creature afflicted by any of these, even creatures inside an egg or womb, making the relevant saving throw with disadvantage. If you fail, the affliction is put onto you aswell, and the target remains afflicted. If you succeed, the affliction is gone and you increase your hit point maximum by 1. After increasing your hit point maximum in this way, you can't increase your hit point maximum with this feature, until you take another level in this class.   Level 2   Channel Divinity: Invigorate
Starting at 2nd level, you can use Channel Divinity to invigorate yourself or a creature within range with divine potency. As an action you can imbue yourself or a creature within touch range with divine potency, giving the creature advantage on all Charisma skill checks involving copulation and advantage on all Constitution checks and saving throws for the next hour. The chance to grant or receive a child during this time period is doubled.   Level 6   Channel Divinity: Increase Appetite
Starting at 6th level, you can use Channel Divinity to call upon the ancient appetite resting deep within every creature. As an action you can attempt to awaken the ancient appetite of creatures within 60ft. of you, that you choose and who reproduce via copulation, forcing them to make a Charisma saving throw against your Spellcasting DC. If they fail, they become unable to control their lust, loose their current concentration on a Spell or similiar effect, and have disadvantage on any concentration check. Their movement is halved and creatures attracted to you in any way, choose you as their new target for any abilities, attacks or Spells. This effect lasts for a minute.   Level 8   Potent Spellcasing
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.   Level 17   Paragon of Life
Starting at 17th level, you are a thriving beacon of health, life and fertility. Creatures within 30ft. of you, including yourself, can't be poisoned, be afflicted by diseases and regain twice the amount of hit points with magical healing or spend hit dice. Creatures already being afflicted by a disease or poison, have their affliction suppressed within the range. In additon, your subclass feature Channel Divinity: Invigorate can now creatures up to 1 + your Wisdom modifier, and your Channel Divinity: Increase Appetite gains an additional ability to give friendly creatures within range immunity to charm effects instead.
Madness Domain   Those that have chosen the Domain of Madness, were either chosen specifically by their gods or they simply wanted to escape the horros of reality and delve deep into a world unbeknownst to the sane mind. They are masters of enchantment and illusion magic, and often get caught in their own magic.   Level 1   Madness Domain Spells   At each indicated cleric level, add the listed spells prepared. They do not count toward your limit.  
Cleric Levels Spells
1st charm person, crown of madness
3rd phantasmal force, suggestion
5th enemies abound, fear
7th charm monster, phantasmal killer
9th dominate person, geas
Whispers of Madness
Bathing your Spells in maddening chatter, causes them to be extra crippling, especially your mockery. When you choose this domain at 1st level, you gain the vicious mockery cantrip, it counts as a Cleric Spell for you and does not count against your cantrips known. A creature that is under a Spell of the Enchantment or Illusion School of Magic that you have cast, is also considered blinded, dazed, deafened or silenced (your choice), until the end of its turn after the Spell has been cast.   Level 2   Channel Divinity: Embrace Madness
Starting at 2nd level, you can use your Channel Divinity to embrace madness or drive another creature mad. As an action, you either target yourself or a creature you can see within 60ft. of you, causing the following effects.
Other Creature. The targeted creature has to make an Intelligence saving throw or it becomes stunned for a number of rounds equal to your Wisdom modifier, ending at the end of your turn of the last round. The creature can repeat the saving throw at the end of each of its turns.
Self. You can reduce your Charisma and Intelligence scores by up to 12 points in any constellation you choose, but not below a total of 1. For each two points reduced, your Wisdom increases by 1, but does not increase above a total of 24. Your ability scores remain that way for the next minute.   Level 6   Channel Divinity: Spread Madness
Starting at 2nd level, you can use your Channel Divinity to spread your own madness, as well as conditions onto creatures in the area. As an action, you can choose creatures within 30ft. of you, forcing each chosen creature to make a Wisdom saving throw or gain all conditions and madness effects you are afflicted with. These conditions last as long as you would have them and the madness effect last for the next minute.   Level 8   Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.   Level 17   Clarity at Last
Your years of madness have finally shown you clarity and put your mind at ease. You are immune to the blinded, charmed, dazzled, deafened, frightened, silenced and stunned condition, as well as all madness effects, but you are still considered "affected" by any of these conditions and madness effects if an effect or Spell would apply them.
Pain Domain   Pain Clerics are masters of torture, intimidation and inflicting pain on the battlefield, aswell as on themselves. They usually worship gods of martyrdom and sacrifice, aswell as penance and punishment.   Level 1   Pain Domain Spells   At each indicated cleric level, add the listed spells prepared. They do not count toward your limit.  
Cleric Levels Spells
1st hellish rebuke, torturing smite
3rd spike growth, warding bond
5th life transference, vampiric touch
7th death ward, shadow of moil
9th contagion, immolation
Blissful Pain
Starting at 1st level, you have learned to endure pain to harness it in battle later. You gain proficiency in Endurance. Everytime you take damage and or are critically hit, you gain one stack of Pain, or two stacks of pain if you deal damage to yourself. After a short or long rest, you loose all of your stacks of Pain, unless you spend one or more hit die at the end of a rest to keep one stack per hit die spend, as you inflict pain onto yourself. You can have a maximum number of stacks equal to your Cleric level + Wisdom modifier. Using stacks of Pain, you can harness the abilities mentioned below.
Blood Letting. As a bonus action, you can spend three stacks of Pain to let your blood flow, removing harmful poisons and diseases from your body.
I can take it. As a reaction, you can spend any number of stacks of Pain to reduce incoming damage by 1 for each stack spend that way.
Inflict Pain. As a bonus action, you can spend 11 stacks of Pain to make your next Spell or Weapon attack become a critical hit.
Take it in. As an action you can spend seven stacks of Pain, to restore hit points equal to twice your cleric level + your Wisdom modifier.
You deserve it. Whenever you deal Spell or weapon damage, you can spend one or more stacks of Pain to add 1 extra damage.   Tools of Torture
Beginning at 1st level, you become more proficient with specific tools of the trade. You gain proficiency with Dominance, Torturer's Tools, with whips and learn the shocking grasp cantrip, and it counts as a Cleric Spell for you and does not count against your cantrips known. In addition, whenever you hit a creature with a weapon attack using a whip, you can use your bonus action to cast shocking grasp through your whip, increasing the Spell's range up to a 10ft range.   Level 2   Channel Divinity: Savor it
Starting at 2nd level, you can use your Channel Divinity to endure incoming attacks and build up stacks of Pain. As an action you can imbue yourself with divine protection, halving incoming damage. While you are under this effect, you double the amount of stacks of Pain you gain. This effect lasts for one minute or until you half damage a number of times equal to 1 + your Wisdom modifier.   Level 6   Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Level 8   Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.   Level 17   Thrill of Pain
Starting at 17th level, you become thrilled whenever you are bloodied. Whenever you are below half your hit point maximum, you gain the following traits.
  • You become resistance to non magical bludgeoning, slashing and piercing damage.
  • You can attack an additional time, whenever you use your Attack action.
  • You gain twice as many stacks of Pain.

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