Despair Domain

by Lobonez

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The Domain of Despair

Few choose Despair outright, but many often fall prey to its clutches. One may dedicate themselves to a deity who exemplifies sorrow, despair, and lost hope - Such as Shar, Beshaba, and Iuz. But often a Deity which clothes itself in the trappings of Despair will silently grant their blessings and this Domain to those of other faiths, especially opposed faiths, who have fallen. Those who have rejected their own deities, and given in to their despair, often become their witting or unwitting champions. Though their trappings may remain those of their lost faith, their actions carry the message of Despair, Loss, and the Surrender of Hope.

Trappings of Despair

At 1st Level, you learn one cantrip chosen from the selection of Chill Touch, Infestation, Toll the Dead, or Vicious Mockery, which is considered a cleric cantrip for you and does not count against your maximum number known. You also gain proficiency in 1 skill of your choice between Intimidation and Persuasion.

Darkshroud

Also at 1st level, as a bonus action summon a 5' cube of darkness within 5' of yourself (touch) which lasts until the end of your next turn. You can see through this magical darkness. You regain use of this feature upon completion of a short rest, unless you spend a spell slot of any level to regain use of this feature.

Despair Domain Spells

Cleric Level Spells
1st Bane, Dissonant Whispers
3rd Ray of Enfeeblement, Phantasmal Force
5th Fear, Hunger of Hadar
7th Blight, Confusion
9th Contagion, Modify Memory

Channel Divinity - Mark of the Lost

Starting at 2nd level, you may use your channel Divinity to inflict a curse upon a creature you can see within 60'. As an action you curse the target creature. Undead, Constructs, and creatures of 3 intelligence or less are immune to this feature. The affected creature must make a Wisdom saving throw against your spell save DC. On a failure, choose 1 of the following curses, which can only be removed by a remove curse, greater restoration, or wish spell.

  • Lost Will - Target creature Falls below the next creature friendly to you in the initiative order, this cannot result in an additional action on the current turn. Additionally on their next turn roll a D6, on a roll of 1-2, 3-4, 5-6 they lose their action, bonus action, or reaction respectively.
  • Lost Purpose - Target creature has disadvantage on concentration checks for the next minute, and must make a concentration check against your spell save DC at the start of each of their turns to maintain concentration on any ongoing effect.
  • Lost Hope - Target creature's Attacks suffer a penalty of 1d4 for the next minute, and if they miss an attack while under this effect they drop anything they are holding.
  • Lost Fortitude - Target creature has resistance against healing and has disadvantage on Strength based ability checks for the next minute.

Contagious Curse

Starting at 6th level, If the creature cursed by Mark of the Lost becomes incapacitated, you may transfer the curse to another valid creature within 60' of them as a bonus action.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Bind Hope

Starting at 17th level, as a reaction to a creature moving or teleporting within 60 feet of you, you may sap their physical and mental strength. The creature is Slowed as per the "Slow" spell for the next minute. At the end of each of its following turns it may attempt a Charisma saving throw against your Spell Save DC to end the effect. If they succeed you may spend a spell slot of 3rd level or higher to regain the use of this feature. Otherwise you regain the use of this feature upon completion of a short or long rest.

 

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