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## Necromany 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 have necromancy points equal to your Wisdom modifier and the number you have resets after a short or long rest. You can expend a number of necromancy points up to your Cleric level as a bonus action 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 swap all of your hit points with theirs, excluding any temporary hit points. You know the number of current hit points before you select a player and this may take you or that character above their maximum hit points. Once you use this divinity option, you cannot use it again until you take a short or long rest. \columnbreak #### 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 use your channel divinity in addition to spending 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 minute or until you lose concentration at which point the zombie reverts into a corpse. ### 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.