Divine Domain: Corruption

by James Rathwell

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Corruption Domain

Clerics of corruption come in many forms. Some are zealots of stern faiths who believe the best way to promote virtue is to whip it into the commoners through persuasion, deceit, and even physical force when necessary. Other times they may be servants of a dark being, spreading their gods influence through venomous lies and whispers. Some even come from tragic orders that were once good but have been infected by an evil entity, intending to spread prosperity while unknowingly helping the tumorous entity grow through their prayers and well intended practices.

Corruption Domain Spells
Cleric Level Spells
1 charm person, command
3 suggestion, crown of madness
5 animate dead, hypnotic pattern
7 blight, compulsion
9 dominate person, modify memory

Give then Take

At 1st level, you learn the cantrip seed corruption and you gain proficiency in Deception and Persuasion.

Channel Divinity: Sprout Corruption

Starting at 2nd level, you can use your action to channel your gods infectious power to sprout the seeds you have planted within those around you. All creatures within 60ft of you that currently have temporary hit points you have granted have their temporary hit points reduced to 0, then must make a Wisdom saving throw. On a failure a creature is charmed by you for one minute. They may attempt to end this condition early as an action or when they take damage by completing a successful Wisdom saving throw against your spell save DC.

Enforcer of Blessings

At 6th level, whenever temporary hit points you have granted a creature are reduced to 0, you may expend your reaction to force the creature to make a Wisdom saving throw. On a failure they suffer the effects of the spell command until the beginning of your next turn. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Beacon of Corruption

Starting at 17th level, whenever a creature that has temporary hit points you have granted attempts to hit you with an attack, they have disadvantage. If they miss you with an attack, they must succeed a Wisdom saving throw or expend their reaction to make one weapon attack against one of their allies within their range.

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New Spell

Clerics of corruption learn the cantrip seed corruption at 1st level. The cantrip seed corruption is also added to the Bard and Warlock spell lists.

Seed Corruption

Enchantment cantrip


  • Casting Time: 1 bonus action
  • Range: 30ft
  • Components: V, S
  • Duration: 1 minute

You foster a physical or spiritual seed of corruption within a creature. A creature you can see must succeed a Charisma saving throw. On a failure, it receives 1d4 temporary hit points. These temporary hit points last for 1 minute. When these temporary hit points are reduced to 0, the creature suffers an amount of psychic damage equal to double the amount of temporary hit points granted, and you can choose one of the following effects so long as it is within or below the temporary hit points granted by this cantrip.

Temporary Hit Points Granted Effect
1-5 The creatures movement speed is reduced by 10ft until the start of your next turn.
6-8 The creature is knocked prone.
9-11 You gain an amount of temporary hit points equal to the amount you granted the creature.
12+ The creature has disadvantage on its next saving throw it makes before the start of your next turn.

The amount of temporary hit points granted by this cantrip increases by 1d4 when you reach 5th, 11th, and 17th level.

Art Credit: Timofey Stepanov
Written By: James Rathwell
 

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