Humility Domain

by Groggen2

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Humility Domain

Pride, and the lesser sins it spawns at every turn, can sometimes make creatures forget that they should be in awe of the gods' power. Clerics of the Humility domain seek to remind others that no matter how strong, smart, or cunning one might be, one's abilities pale in comparison to what the gods wield. They do not crave attention or seek the spotlight, but bow before their deities, and can channel their deities' power to force others to bow as well.

Clerics of the Humility domain might follow different gods, although followers of Ilmater and Helm are the more prevalent, but common for them all is that their path is set by a desire to bring humility to the strong and to lessen hubris in the smart.

Humility Domain Spells
Cleric Level Spells
1st bane, cause fear
3rd enlarge/reduce, ray of enfeeblement
5th crusader's mantle, slow
7th charm monster, elemental bane
9th contagion, geas

Bonus Proficiencies

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

Fear of the Gods

At 1st level, you are given the ability to instill fear in your enemies. When you hit a creature with a weapon attack on your turn, you can use a bonus action to empower the strike with wrathful energy. The target must make a Wisdom saving throw or be frightened of you until the end of its 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.

Channel Divinity: Wave of Fatigue

Starting at 2nd level, you can use your Channel Divinity to imbue a creature with weakness.

As an action, you present your holy symbol and point at a creature you can see within 60 feet of you. Until the start of your next turn, weapon attacks that creature makes deal only half damage.

Enervating Gaze

Starting at 6th level, your deity can gaze upon the mortal realm through your eyes, unnerving even the strongest minds. When you see a creature casting a spell or activating a magical effect within 60 feet of you, you can use your reaction to shake its resolve. If the spell or ability includes an attack roll, the target has disadvantage on one of them, and if it forces a saving throw, one of the creatures targeted or in the area of the spell or effect gains advantage on the saving throw.

Once you use this feature, you can't use it again until you finish a short or long rest.

Divine Strike

At 8th level, you are given 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Channel Divinity: The Meek Shall Inherit The World

Starting at 17th level, you can use your Channel Divinity as an action to curse a creature you can see within 60 feet of you. The curse lasts for 1 minute or until you dismiss it using another action. Creatures can't be charmed or frightened by it, and once per turn, whenever the target takes damage, it takes additional damage equal to your Wisdom modifier.

 

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