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

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=== Channel Divinity: Words of Doom ===
 
=== Channel Divinity: Words of Doom ===
 
Starting at 2nd level, you can use Channel Divinity to break another creature's ability to resist you.  
 
Starting at 2nd level, you can use Channel Divinity to break 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.  
+
* As a bonus action you can use Channel Divinity to curse the target. The target takes a -3 penalty on all saving throws against spells and abilities you use. This lasts until the end of your turn.
: 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.
 
:[http://dnd5e.wikidot.com/spell:remove-curse Remove Curse] can end the effect at any time.
 
  
 
=== Temptation of Evil ===
 
=== 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.
+
Starting at 6th level, when a creature is evil, or you know it's motivations, goals, or flaws (perhaps as expressed through the ideals and flaw established in its background) you gain power over them.
 
You have advantage on all Charisma checks against the creature.
 
You have advantage on all Charisma checks against the creature.
 
The creature suffers disadvantage on saving throws against spells of the enchantment school you cast.
 
The creature suffers disadvantage on saving throws against spells of the enchantment school you cast.

Revision as of 10:41, 11 May 2022

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This is a Cleric domain for 5A.

Also known as the evil domain, this is associated with the evil alignment.

Insidious intrigue, corruption, and domination. 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. You cannot exchange these cantrips for others for any reason. If you already know one or more of these cantrips, you learn a cleric cantrip of your choice for each of them you already knew.

Corrupt Power

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

Channel Divinity: Words of Doom

Starting at 2nd level, you can use Channel Divinity to break another creature's ability to resist you.

  • As a bonus action you can use Channel Divinity to curse the target. The target takes a -3 penalty on all saving throws against spells and abilities you use. This lasts until the end of your turn.

Temptation of Evil

Starting at 6th level, when a creature is evil, or you know it's motivations, goals, or flaws (perhaps as expressed through the ideals and flaw established in its background) you gain power over them. You have advantage on all Charisma checks against the creature. The creature suffers disadvantage on saving throws against spells of the enchantment school you cast.

Blessed Strikes

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 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Leeching Bond

Starting at 17th level, you can establish a leeching bond to another creature you see within 120 feet 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 a bonus action.

Editor's Notes

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