Difference between revisions of "Insidious Domain (5A)"

From Action
Jump to navigation Jump to search
(Leeching Bond)
Line 47: Line 47:
  
 
=== Leeching Bond ===
 
=== Leeching Bond ===
Starting at 17th level, you can establish a leeching bond to another creature you see within 60 ft. as a bonus action.  
+
Starting at 17th level, you can establish a leeching bond to another creature you see within 120 ft. as a bonus action.
 +
The target must have an Intelligence of 8 or more.
 +
If you know the creature's name, you do not need to see the target and you need not even know it is in range, but of it is not the ability automatically fails.
 
If the creature has a neutral or friendly attitude to you this is automatic.  
 
If the creature has a neutral or friendly attitude to you this is automatic.  
 
If the creature is hostile it can make a Wisdom saving throw to negate the effect, and if the saving throw succeeds, you cannot try to form a Leeching Bond with that creature until you have finished a long rest.
 
If the creature is hostile it can make a Wisdom saving throw to negate the effect, and if the saving throw succeeds, you cannot try to form a Leeching Bond with that creature until you have finished a long rest.
Line 53: Line 55:
 
With a Leeching Bond active, you gain a +1 bonus to AC and saving throws, and you have resistance to all damage. Also, each time you take damage, the linked creature takes the same amount of damage.
 
With a Leeching Bond active, you gain a +1 bonus to AC and saving throws, and you have resistance to all damage. Also, each time you take damage, the linked creature takes the same amount of damage.
  
The ability ends if the target drops to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if you use the ability again. You can also dismiss the effect as an action.
+
The ability ends if the target drops to 0 hit points or if you and the target become separated by more than 120 feet. It also ends if you use the ability again. You can also dismiss the effect as an action.
  
 
== Editor's Notes ==
 
== Editor's Notes ==
 
This is a domain of subtle evil, able to hide and corrupt.
 
This is a domain of subtle evil, able to hide and corrupt.

Revision as of 01:01, 2 December 2021

5A5A logo
Starfox's 5th Edition Fan Page

This is a Cleric domain for 5A.

Evil is a cosmic force that affects creatures all across the multiverse, offering an easier path stepping on others to achieve your goals. Surely, your goals are more important than those lowly creatures?

Subclass Features

Death Domain Spells
Cleric Level Spells
1 Armor of Agathys, Arms of Hadar
3 Spiritual Weapon, Suggestion
5 Nondetection, Summon Shadowspawn
7 Mordenkainen's Private Sanctum, Shadow of Moil
9 Contact Other Plane, Dream
11 Summon Fiend

Bonus Proficiency

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

Opportunist

At 1st level, you learn the Friends and Toll the Dead cantrips. These count as cleric cantrips to you, but they do not count against your number of cantrips known.

Corrupt Power

At 1st level, when you use a spell or ability that causes radiant damage, or a creature you summon deals radiant damage, exchange radiant damage for necrotic damage.

Channel Divinity: Words of Doom

Starting at 2nd level, you can use Channel Divinity to destroy another creature's ability to resist you. As a bonus action you can use Channel Divinity to curse the target. The target takes a -1 penalty on all saving throws against spells and abilities you use. At the end of your next turn, the penalty increases to -2. At the end of your second turn after using Touch of Doom, the penalty increases to -3. At the end of your third turn after using Touch of Doom, the effect ends. Remove Curse can end the effect at any time.

Temptation of Evil

Starting at 6th level, when a creature is evil, or you know it's motivations and goals, perhaps as expressed through the ideals and goals established in its background, you gain power over them. You have advantage on all Charisma checks against the creature. If the creature succeeds against on a saving throw against an enchantment spell you cast, it still suffers lingering doubts and must repeat the saving throw at the end of its next turn. If this second saving throw fails, the creature is affected as if it failed the initial saving throw.

Corrupt Strike

When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 necrotic damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. When you reach 14th level, the extra damage increases to 2d8.

Leeching Bond

Starting at 17th level, you can establish a leeching bond to another creature you see within 120 ft. as a bonus action. The target must have an Intelligence of 8 or more. If you know the creature's name, you do not need to see the target and you need not even know it is in range, but of it is not the ability automatically fails. If the creature has a neutral or friendly attitude to you this is automatic. If the creature is hostile it can make a Wisdom saving throw to negate the effect, and if the saving throw succeeds, you cannot try to form a Leeching Bond with that creature until you have finished a long rest.

With a Leeching Bond active, you gain a +1 bonus to AC and saving throws, and you have resistance to all damage. Also, each time you take damage, the linked creature takes the same amount of damage.

The ability ends if the target drops to 0 hit points or if you and the target become separated by more than 120 feet. It also ends if you use the ability again. You can also dismiss the effect as an action.

Editor's Notes

This is a domain of subtle evil, able to hide and corrupt.