My Documents
Support GM Binder!
# Death Domain The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh and WeeJas are patrons of necromancers, death knights, liches, and other vile beings. These clerics seek to use their necromantic abilities to raise the dead into a mindless army. Orcus would be the most common deity worshiped by these clerics though there are others, such as Myrkul and those who isn't unheard of for their "deity" such as a powerful liches - Acererak or Vecna. Most followers of this domain hope to persuade their deity that they are worthy of this power eternally, to be turned into a eternal being, such as a lich. ##### Death Domain Spells | Cleric Level | Spells | |:---:|:-----------:| | 1st | Ray of Sickness, Cause Fear | | 3rd | Gentle Repose, Ray of Enfeeblement | | 5th | Animate Dead, Life Transference | | 7th | Sickening Radiance, Blight | | 9th | Danse Macabre, Enervation | #### Bonus Cantrip Starting at 1st level when you choose this domain, you learn 1 cantrip of Necromancy school. this cantrip counts as cleric cantrip for you, but it doesn't count against your number of cantrips known. #### Eyes of a Reaper Also at 1st level, you can use your action to cause fear in a creature with the visions of its own inevitable death. Choose a creature within 30 feet that you can see, the creature must make a Wisdom saving throw against your cleric spell save DC. On a failed save, the target is frightened of you and its speed is halved until the end of your next turn. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once) and regain all expended uses when you finish a long rest. #### Channel Divinity: Control Undead Starting at 2nd level, you can use your Channel Divinity to take control of an undead creature. At 2nd level as an action, you target one undead creature with a CR less than or equal to half of your Cleric level that you can see within 30 feet. The target must make a Wisdom saving throw. On a failed save, you control the creature for the next 24 hours and on a success the creature gains immunity to this effect for 24 hours. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it has an Intelligence of 12 or higher, it has immunity to this feature. You can control only 1 creature at the same time with this feature. If you try to control a new creature, previous creature under your control by this feature sets free and gains immunity to this channel divinity for 24 hours. \columnbreak #### Tireless Zeal Starting at 6th level the time you have spent with your undead minions has allowed you to learn how to bolster these creatures both offensively and defensively. At 6th level undead creatures you have created by *Animate Dead* or *Create Undead* spells have the following benefits: * Creature has advantage on saving throws against any effect that turns undead. * Creature attacks count as magical for the purpose of overcoming non-magical slashing, piercing or bludgeoning resistance These bonuses will remain even after you lose control over the creature. #### Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. #### One with Undeath At 17th level, your deity rewards your devotion with a sinister boon, bringing you to the border between life and death itself. You gain such benefits: * You gain immunity to exhaustion, poison damage, poisoned condition and disease. * You no longer need to breath, drink or eat * You no longer require sleep, but you still need at least 4 hours of rest where you can be engaged in light activity, such as reading books or staying on a guard * You cannot be magically killed by an old age * You have advantage in death saving throws