Necromancy Domain Cleric

by Ruinacht

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Necromancy Domain

You may choose to serve Ziovara. Ziovara is a pure neutral goddess though often viewed as evil because of her necromantic tendencies. She is often called the tightfisted goddess. Ziovara does not wish to sway the fate of humanity and so she will generally not grant any power to her followers that she does not require them to sacrifice for. She allows her clerics to heal others but they must do so at the expense of their own life force. Her follower’s motto is Ziovara gives nothing for free.

Necromancy Domain Spells

Cleric Level Spells
1st false life, ray of sickness
3rd blindness/deafness, ray of enfeeblement
5th life transference, vampiric touch
7th blight, death ward
9th danse macabre, enervation

Reprisal

When you choose this domain at 1st level, you gain access to necromancy points. You initially have necromancy points equal to your Wisdom modifier. After a short or long rest your necromancy points are refreshed. If you had necromancy points in excess of that amount they are lost.
As a bonus action, you can expend a number of necromancy points up to your Cleric level to gain one of the following benefits.
  • You gain temporary hit points equal to the amount of points expended. While you have temporary hit points you have +1 to AC.
  • When you deal necrotic damage on your turn you deal extra necrotic damage equal to the amount of points expended.

Life Drain

Also at 1st level, any time you cast a healing spell you immediately take damage equal to half of the amount healed, rounded up. If the spell targets multiple creatures you take damage only for the creature who received the most healing, but take damage equal to the full amount healed, not half.
In Addition, when you are damaged via this ability you gain a number of necromancy points equal to the damage received.

Chanel Divinity

Channel Divinity: Exchange wounds

Starting at 2nd level, as an action you touch a willing, friendly humanoid and heal them to full health. You immediately take damage equal to the amount healed +5 and gain 5 necromancy points. Alternatively you may heal yourself to full, dealing damage to them equal to the amount you healed. You cannot use the ability if doing so would take either player below 0 hit points.

Channel Divinity: Undead Conversion

Starting at 6th level, when an enemy humanoid size medium or small dies within 30 feet of you, you can use your reaction to expend either your channel divinity or 10 necromancy points and immediately raise the creature as a zombie under your control. The zombie gains a bonus to attack and damage rolls equal to your wisdom modifier.
You can use a bonus action to mentally command any creatures you control within 60 feet of you. It must be the same command. Decide what action and movement they take during their turn. If you issue no command, they do nothing except defend themselves. Once given an order, they will continue to follow it until it's complete.
The zombie remains under your control for one hour or until you lose concentration at which point the zombie reverts into a corpse. If you used channel divinity to raise the zombie, you cannot use this ability again until you complete a short or long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrips.

Necrotic Shroud

Starting at 17th level, you can use your action to activate an aura of darkness that lasts for 1 minute or until you dismiss it using another action. Necrotic energy swirls around you in a 60-foot radius turning bright light into dim light and dim light into darkness. Creatures of your choice in the shroud have disadvantage on saving throws against any necromancy spells. Anyone in the shroud has resistance to radiant damage while it persists. Once you use this feature, you can’t use it again until you take a long rest.
 

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