Doom Domain
The Doomsayers wander from towns to towns, calling the misfortunes and divine punishments awaiting their inhabitants as an answer to their sins. Vermins, insect swarms, cataclysms... They are the messengers of the gods, here to share their last warnings to the misbelievers before they unleash their wrath on them.
Art Credit : Wizards of the Coast
Cleric Domain
Doom Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Bane, Cause Fear |
| 3rd | Augur, Flock of Familiars |
| 5th | Bestow Curse, Fear |
| 7th | Blight, Elemental Bane |
| 9th | Contagion, Insect Plague |
Gods' Warning
When you choose this domain at 1st level, you gain proficiency in the Intimidation skill, and you gain the Infestation cantrip. For you, this cantrip counts as cleric cantrip.
Ill Omen
Beginning at 1st level, when you target creatures with a spell, you can choose to also predict bad news to those targets. When you do so, whenever they make an attack roll, an ability check or a saving throw before the start of your next turn, they must roll a d4 and subtract the number rolled from the attack roll, ability check or saving throw.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Channel Divinity : Baleful Destiny
Starting at 2nd level, you can use your Channel Divinity to curse the destiny of a creature you can see. As an action, point to a creature you see within 60 feet of you. For the next 10 minutes, every attack roll made against that creature is considered a critical hit on a 18, a 19 or a 20.
Doom
Starting at 6th level, when a creature you can see or hear within 30 feet of you should roll a die (for an attack roll, a damage roll, an ability check etc.), you can use your reaction to choose that the result of that roll is a 1. You must use this feature before the roll is made. Once you have used this feature, you can't use it again before you finish a long rest.
At 17th level, you can use this feature twice and you regain all expended uses when you finish a long rest.
Potent Spellcasting
Beginning at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Apocalypse
Starting at 17th level, you can call the apocalypse on the misbelievers. When you use your Divine Intervention feature and ask your deity for the effect of the Earthquake, Tsunami or Meteor Swarm spell, it automatically succeeds and you only have to wait for 1d4 days instead of 7 days before you can use Divine Intervention again.
At 20th level, you can use your Divine Intervention after a long rest, instead of having to wait for 7 days, when you use it to call for the apocalypse.
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