My Documents
Become a Patron!
## Cleric Domain: Terror Gods of terror are those who revel in the suffering and fear of mortals. Such deities and their worshippers are not welcome in most civilized places forcing them to the fringes of society where they act more as marauding bandits then as priests, raiding villages to spread terror in the name of their patron deity. A cleric of a god of terror usually acts as the leader of such a group, leading the charge into battle striking fear into the hearts of their enemies. ##### Terror Deities | Deity | Pantheon | |:----:|:-------------| | Bhaal | Forgotten Realms | | Erythnul | Greyhawk | | Fenrir | Norse | | Gruumsh One-Eye | Orc | | Hruggek | Bugbear | | Kali | Hindu | | Lolth | Drow | | Phobos & Deimos | Greek | | Sekhmet | Egyptian | | Takhisis | Dragonlance | | The Mockery | Eberron | ##### Terror Domain Spells | Cleric Level | Spells | |:----:|:-------------| | 1st | *cause fear, wrathful smite* | 3rd | *crown of madness, darkness* | | 5th | *fear, hunger of hadar* | | 7th | *confusion, phantasmal killer* | | 9th | *circle of power, hallow* | \columnbreak
### Dread Soul As a terror domain cleric your very presence unnerves those around you. At 1st level, you gain proficiency in the intimidation skill and have advantage of saving throws against being frightened. Additionally when making an intimidation check, you make a Wisdom (intimidation) check instead of a Charisma (intimidation) check. ### Aspect of Terror At 1st level, when you enter combat, you can target a number of creatures equal to half your cleric level plus your Wisdom modifier (minimum of 1), and force them to make a Wisdom saving throw against your spell save DC, on a failure the creature is frightened until the end of their next turn. You may also use this ability after spending your action to perform some gruesome act, such as carving your deities symbol into your skin or consuming the flesh of your enemies. You may use this ability a number of times equal to your Wisdom modifier (minimum of 1) recovering spent uses after a long or short rest.
### Channel Divinity: Inflict Fear At 2nd level you may use your channel divinity to send creatures into a fearful madness. As an action, you present your holy symbol and choose a creature you can see within 30 feet of you, that creature must make a Wisdom saving throw. On a failure the creature perceives any creature it can see as something it fears and becomes frightened. The creature then rolls a d6 to determine how it acts. | | | |:----:|:-------------| | 1-2 | The targeted creature uses all of its movement to move away from any creatures it can see | | 3-4 | The targeted creature attacks any creatures it can see | | 5-6 | The creature is frozen in fear and is stunned | \pagebreakNum These effects last for a number of turns equal to your Wisdom modifier (minimum of 1). You can target up to two creatures at 7th level, up to three at 12th level and up to four at 17th level. Roll separately for each creature affected. ### Channel Divinity: Avatar of Horror At 6th level you may use your channel divinity to become an avatar of your deity's terror. For 1 minute you gain the following effects: * You manifest an illusion around yourself giving yourself a monstrous appearance. You choose the exact appearance of the illusions however they should reflect some aspect of your deity. * You have advantage on all intimidation checks. * Creatures making saving throws against your Aspect of Terror make the saving throw with disadvantage. * When you hit a creature you've frightened with an attack you deal an extra 2d4 psychic damage. ### Divine Strike At 8th level, you gain 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8. ### True Terror At 17th level you gain Weird as a domain spell. Additionally, when you frighten one or more creatures, you can deal 2d6 to a number of those creatures equal to your Wisdom modifier (minimum of 1).
## Cleric Domain: Valor Gods of valor are those who above all value courage and honor. As such their clerics travel the land inspiring bravery in others. Some are found on the battlefield rallying soldiers to fight on to victory. Others can be found wandering the land, inspiring the common folk to rise up against injustice and cruelty. ### Battle Ready At 1st level, you gain proficiency with heavy armor and martial weapons. \pagebreakNum
### Rebuke Fear When a friendly creature within 30ft of you makes a saving throw against being frightened by a creature, you can use your reaction to expend a use of this ability, adding your Wisdom modifier to the roll.
If the friendly creature succeeds on the saving throw you may then turn the effect back on the creature who forced them to make the save. That, creature must succeed on a Wisdom saving throw against your spell save DC, or become frightened for a number of rounds equal to your Wisdom modifier (minimum of 1). The creature may repeat the saving throw at the end of each turn, ending the effect on a success.
You can use this ability a number of times equal to your proficiency bonus, regaining expended uses after a short or long rest. ##### Valor Deities | Deity | Pantheon | |:----:|:-------------| | Athena | Greek | | Bahamut | Draconic | | Dol Arrah | Eberron | | Heironeous | Greyhawk | | Kiri-Jolith | Dragonlance | | Nuada | Celtic | | Torm | Forgotten Realms | | Tyr | Norse | \columnbreak
##### Valor Domain Spells | Cleric Level | Spells | |:----:|:-------------| | 1st | *bless, heroism* | | 3rd | *aid, warding bond* | | 5th | *beacon of hope, crusader's mantle* | | 7th | *aura of life, guardian of faith* | | 9th | *antilife shell, holy weapon* | ### Channel Divinity: Rallying Cry Starting at 2nd level, you can use your Channel Divinity to let out a rallying cry to inspire your allies.
As an action you raise your weapon and let out a battle cry. All friendly creatures within 60 ft. of you regain 1 hit point and gain temporary hit points equal to your cleric level + your Wisdom modifier. These temporary hit points last for 1 minute.
Starting at 6th level, affected creatures also gain a +1 bonus on all attack rolls until the end of their next turn. ### Beacon of Courage Starting at 6th level, you are immune to being frightened. Additionally, when you heal a creature, you also grant them temporary hit points equal you your Wisdom modifier + your proficiency bonus. ### Divine Strike At 8th level, you gain 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. \pagebreakNum ### Courage Over Death You have the courage to fight on even in the face of certain death. Starting at 17th level, if you fall to 0 hit points you can choose to instead drop to 1 hit point. Then at the start of each turn, you gain 15 temporary hit points. This lasts for 1 minute or you receive any amount of healing. Once this effect ends you suffer on level of exhaustion and cannot use this ability again until you finish a long rest. > ##### Art Credit > **[Blood Shaman](https://www.artstation.com/artwork/VJNbR) by Conor Burke** >
> **Card artwork for "Svalblod Priest" from Gwent ©CD Projekt Red.** >
> **[Arashin Cleric](http://www.rahnart.com/#/ainok-bond-kin-1-4-2/) by Chris Rahn**