Divine Domain: Horror

by Brudduh

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Divine Domain: Horror

The gods of horror lord over the dread and dismay mortals have with the unknown. Examples of these gods include: Leira, Shar, Ralishaz, Tharizdun, The Shadow, Manannan mac Lir, Hectate, and Apep, Some deities see fear as a necessity for survival, while others view it as a form of manipulation. Clerics that follow these gods of horror are taught to conquer their own fears and use the phobias of others to their advantage when fighting in their deity's name.

Horror Domain Spells
Cleric Level Spells
1st dissonant whispers, silent image
3rd blindness/deafness, darkness
5th bestow curse, fear
7th Evard's black tentacles, giant insect
9th danse macabre, dream

Bonus Proficiency

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

Eerie Existence

Also at 1st level, you gain proficiency in the Intimidation or Deception skill (your choice) and your proficiency bonus is doubled for any check you make with that skill.

Channel Divinity: Shroud of Darkness

At 2nd level, you can use your Channel Divinity to draw from the surrounding shadows and shroud yourself in them, taking the illusory form of a horrifying creature for one minute, or until you lose your concentration (as if you were concentrating on a spell).

When this shroud is activated, a number of creatures equal to your Wisdom modifier (minimum of 1) within 30 feet of you, that can also see or hear you, must succeed on a Wisdom saving throw. On a failure, targeted creatures become frightened of you for 1 minute, or until it takes damage.

Also, while your shroud is active, you are immune to the frightened condition.

Improved Shroud

Starting at 6th level, your shroud of darkness becomes more horrific and grows to be one size larger than you, giving all attack rolls made against you disadvantage until a successful attack roll is made against you. Once you are hit, the shroud reverts back to its normal size. An attacker is immune to this effect if it does not rely on sight, as with blindsight, or can see through illusions, as with truesight.

Also, you can now choose to stun enemies with your shroud when it activates. Creatures that fail the Wisdom saving throw are stunned until the end of your next turn.

Divine Strike

Starting 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Shadowy Grasp

At 17th level, you gain the ability to manipulate and stretch nearby shadows and give them a physical form, allowing you to reach targets that are normally just out of your grasp. Once per turn, when you make a melee weapon attack or cast a spell with a touch range, your reach increases by 10 feet.

 

Credits:

    Art: Tiefling by Francesco Graziani.

Created by /u/Brudduh using GM Binder.