Vermin Domain
Clerics of the Vermin Domain -
| Cleric Level | Feature |
|---|---|
| 1st | Domain Spells, The Horde |
| 2nd | Channel Divinity - Call Of The Rat King |
| 6th | Touch Of The Rat King |
| 8th | Divine Strike |
| 17th | Horde Unending |
Vermin Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Find Familiar, Zephyr Strike |
| 3rd | Misty Step, Pass Without Trace |
| 5th | Stinking Cloud, Vampiric Touch |
| 7th | Sickening Radiance, Blight |
| 9th | Insect Plague, Contagion |
The Horde
At 1st level, a horde of tiny creatures have bonded themselves to you and can assist you in battle. Until you die, the horde remains in your space, crawling on you or skittering around you within your space.
At the end of each long rest, the Horde forms a cloak that has a hit point maximum equal to twice your Cleric level + your Wisdom modifier. Whenever you take damage, the Horde takes the damage instead. If this damage reduces the Horde to 0 hit points, you take any remaining damage.
While the Horde has 0 hit points, it can’t absorb damage, and your Horde is depleted. As a bonus action, you may choose to expend a spell slot and add five times the slot's level to the hit points of your Horde. Whenever you take a long rest, the Horde returns to its maximum hit points.
Additionly, you can comprehend and verbally communicate with vermin (mice, rats, and other rodents determined by your DM).
Vessel Of The Rat King
At 1st level, you learn the improvised fighting style of the vermin priests. You can use your Wisdom modifier instead of Strength for the attack and damage rolls of your unarmed strikes which now deal 1d6 bludgeoning damage on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Channel Divinity - Call Of The Rat King
Starting at 2nd level, you can use your Channel Divinity to summon rodent hordes.
As an action you can present your holy symbol to summon a Swarm of Vermin to a space you can see within 30 feet. Swarms summoned in this way go on your initiative, starting on your next turn. These swarms obey your verbal commands (no action required by you), defending themselves by taking the Dodge action if you do not give them a command. Your vermin swarm flees the area and disperse after 1 minute.
Art: Rat colony - Suzanne Helmigh
Touch Of The Rat King
At 6th level, You can can add your wisdom modifier to the damage dealt by your spells. Additionally, if your Horde has remaining hit points, you can direct your Horde to deliver spells with a range of touch for you, out to a range of 15 feet, and can add your wisdom modifier to the hit points restored when casting a spell of 1st level or higher that restores hit points.
In addition, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Divine Strike
At 8th level, you gain the ability to infuse your unarmed strikes with divine energy. Once on each of your turns when you hit a creature with a unarmed attack, you can cause the attack to deal an extra 1d8 bludgeoning damage. When you reach 14th level, the extra damage increases to 2d8.
Horde Unending
At 17th level, your Horde offers you bolstered defenses. You are resistant to bludgeoning, slashing, and piercing damage from nonmagical weapons while your Horde persists. Additionally, you cannot be blinded or poisoned, and any critical hit against you counts as a normal hit instead.
Swarm of Vermin
Medium swarm of Tiny beasts, unaligned
- Armor Class 9 plus PB (natural armor)
- Hit Points 10 + 5 x your Cleric level
- Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
12 (+1)
2 (-4)
10 (+0)
5 (-3)
- Saving Throws Dex +1 plus PB, Con +1 plus PB
- Skills Acrobatics +1 plus PB, Perception +0 plus PB,
Stealth +1 plus PB
- Damage Resistances bludgeoning, piercing, and slashing
- Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
- Senses Darkvision 30 ft., passive Perception 10 plus PB
- Languages —
Keen Smell. The swarm has advantage on Wisdom
(Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through any
opening large enough for a Tiny beast.
Actions
Bites. Melee Weapon Attack: your spell attack modifier to
hit, reach 0 ft., one target in the swarm’s space. Hit: 2d6 +
2 piercing damage.
Art: Ratcatcher by Dan Scott
At 1st level, a horde of tiny creatures have bonded themselves to you and can assist you in battle. Until you die, the horde remains in your space, crawling on you or skittering around you within your space.
At the end of each long rest, the Horde forms a cloak that has a hit point maximum equal to twice your Cleric level + your Wisdom modifier. Whenever you take damage, the Horde takes the damage instead. If this damage reduces the Horde to 0 hit points, you take any remaining damage.
While the Horde has 0 hit points, it can’t absorb damage, and your Horde is depleted. As a bonus action, you may choose to expend a spell slot and add five times the slot's level to the hit points of your Horde. Whenever you take a long rest, the Horde returns to its maximum hit points.
Additionly, you can comprehend and verbally communicate with vermin (mice, rats, and other rodents determined by your DM).
Vessel Of The Rat King
At 1st level, you learn the improvised fighting style of the vermin priests. You can use your Wisdom modifier instead of Strength for the attack and damage rolls of your unarmed strikes which now deal 1d6 bludgeoning damage on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Channel Divinity - Call Of The Rat King
Starting at 2nd level, you can use your Channel Divinity to summon rodent hordes.
As an action you can present your holy symbol to summon a Swarm of Vermin to a space you can see within 30 feet. Swarms summoned in this way go on your initiative, starting on your next turn. These swarms obey your verbal commands (no action required by you), defending themselves by taking the Dodge action if you do not give them a command. Your vermin swarm flees the area and disperse after 1 minute.
Art: Rat colony - Suzanne Helmigh
Touch Of The Rat King
At 6th level, You can can add your wisdom modifier to the damage dealt by your spells. Additionally, if your Horde has remaining hit points, you can direct your Horde to deliver spells with a range of touch for you, out to a range of 15 feet, and can add your wisdom modifier to the hit points restored when casting a spell of 1st level or higher that restores hit points.
In addition, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Divine Strike
At 8th level, you gain the ability to infuse your unarmed strikes with divine energy. Once on each of your turns when you hit a creature with a unarmed attack, you can cause the attack to deal an extra 1d8 bludgeoning damage. When you reach 14th level, the extra damage increases to 2d8.
Horde Unending
At 17th level, your Horde offers you bolstered defenses. You are resistant to bludgeoning, slashing, and piercing damage from nonmagical weapons while your Horde persists. Additionally, you cannot be blinded or poisoned, and any critical hit against you counts as a normal hit instead.
Swarm of Vermin
Medium swarm of Tiny beasts, unaligned
- Armor Class 9 plus PB (natural armor)
- Hit Points 10 + 5 x your Cleric level
- Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
12 (+1)
2 (-4)
10 (+0)
5 (-3)
- Saving Throws Dex +1 plus PB, Con +1 plus PB
- Skills Acrobatics +1 plus PB, Perception +0 plus PB,
Stealth +1 plus PB
- Damage Resistances bludgeoning, piercing, and slashing
- Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
- Senses Darkvision 30 ft., passive Perception 10 plus PB
- Languages —
Keen Smell. The swarm has advantage on Wisdom
(Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through any
opening large enough for a Tiny beast.
Actions
Bites. Melee Weapon Attack: your spell attack modifier to
hit, reach 0 ft., one target in the swarm’s space. Hit: 2d6 +
2 piercing damage.
Art: Ratcatcher by Dan Scott
At 1st level, you learn the improvised fighting style of the vermin priests. You can use your Wisdom modifier instead of Strength for the attack and damage rolls of your unarmed strikes which now deal 1d6 bludgeoning damage on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Channel Divinity - Call Of The Rat King
Starting at 2nd level, you can use your Channel Divinity to summon rodent hordes.
As an action you can present your holy symbol to summon a Swarm of Vermin to a space you can see within 30 feet. Swarms summoned in this way go on your initiative, starting on your next turn. These swarms obey your verbal commands (no action required by you), defending themselves by taking the Dodge action if you do not give them a command. Your vermin swarm flees the area and disperse after 1 minute.
Art: Rat colony - Suzanne Helmigh
Touch Of The Rat King
At 6th level, You can can add your wisdom modifier to the damage dealt by your spells. Additionally, if your Horde has remaining hit points, you can direct your Horde to deliver spells with a range of touch for you, out to a range of 15 feet, and can add your wisdom modifier to the hit points restored when casting a spell of 1st level or higher that restores hit points.
In addition, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Divine Strike
At 8th level, you gain the ability to infuse your unarmed strikes with divine energy. Once on each of your turns when you hit a creature with a unarmed attack, you can cause the attack to deal an extra 1d8 bludgeoning damage. When you reach 14th level, the extra damage increases to 2d8.
Horde Unending
At 17th level, your Horde offers you bolstered defenses. You are resistant to bludgeoning, slashing, and piercing damage from nonmagical weapons while your Horde persists. Additionally, you cannot be blinded or poisoned, and any critical hit against you counts as a normal hit instead.
Swarm of Vermin
Medium swarm of Tiny beasts, unaligned
- Armor Class 9 plus PB (natural armor)
- Hit Points 10 + 5 x your Cleric level
- Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
12 (+1)
2 (-4)
10 (+0)
5 (-3)
- Saving Throws Dex +1 plus PB, Con +1 plus PB
- Skills Acrobatics +1 plus PB, Perception +0 plus PB,
Stealth +1 plus PB
- Damage Resistances bludgeoning, piercing, and slashing
- Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
- Senses Darkvision 30 ft., passive Perception 10 plus PB
- Languages —
Keen Smell. The swarm has advantage on Wisdom
(Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through any
opening large enough for a Tiny beast.
Actions
Bites. Melee Weapon Attack: your spell attack modifier to
hit, reach 0 ft., one target in the swarm’s space. Hit: 2d6 +
2 piercing damage.
Art: Ratcatcher by Dan Scott
Starting at 2nd level, you can use your Channel Divinity to summon rodent hordes.
As an action you can present your holy symbol to summon a Swarm of Vermin to a space you can see within 30 feet. Swarms summoned in this way go on your initiative, starting on your next turn. These swarms obey your verbal commands (no action required by you), defending themselves by taking the Dodge action if you do not give them a command. Your vermin swarm flees the area and disperse after 1 minute.
Touch Of The Rat King
At 6th level, You can can add your wisdom modifier to the damage dealt by your spells. Additionally, if your Horde has remaining hit points, you can direct your Horde to deliver spells with a range of touch for you, out to a range of 15 feet, and can add your wisdom modifier to the hit points restored when casting a spell of 1st level or higher that restores hit points.
In addition, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Divine Strike
At 8th level, you gain the ability to infuse your unarmed strikes with divine energy. Once on each of your turns when you hit a creature with a unarmed attack, you can cause the attack to deal an extra 1d8 bludgeoning damage. When you reach 14th level, the extra damage increases to 2d8.
Horde Unending
At 17th level, your Horde offers you bolstered defenses. You are resistant to bludgeoning, slashing, and piercing damage from nonmagical weapons while your Horde persists. Additionally, you cannot be blinded or poisoned, and any critical hit against you counts as a normal hit instead.
Swarm of Vermin
Medium swarm of Tiny beasts, unaligned
- Armor Class 9 plus PB (natural armor)
- Hit Points 10 + 5 x your Cleric level
- Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
12 (+1)
2 (-4)
10 (+0)
5 (-3)
- Saving Throws Dex +1 plus PB, Con +1 plus PB
- Skills Acrobatics +1 plus PB, Perception +0 plus PB,
Stealth +1 plus PB
- Damage Resistances bludgeoning, piercing, and slashing
- Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
- Senses Darkvision 30 ft., passive Perception 10 plus PB
- Languages —
Keen Smell. The swarm has advantage on Wisdom
(Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through any
opening large enough for a Tiny beast.
Actions
Bites. Melee Weapon Attack: your spell attack modifier to
hit, reach 0 ft., one target in the swarm’s space. Hit: 2d6 +
2 piercing damage.
Art: Ratcatcher by Dan Scott
At 6th level, You can can add your wisdom modifier to the damage dealt by your spells. Additionally, if your Horde has remaining hit points, you can direct your Horde to deliver spells with a range of touch for you, out to a range of 15 feet, and can add your wisdom modifier to the hit points restored when casting a spell of 1st level or higher that restores hit points.
In addition, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Divine Strike
At 8th level, you gain the ability to infuse your unarmed strikes with divine energy. Once on each of your turns when you hit a creature with a unarmed attack, you can cause the attack to deal an extra 1d8 bludgeoning damage. When you reach 14th level, the extra damage increases to 2d8.
Horde Unending
At 17th level, your Horde offers you bolstered defenses. You are resistant to bludgeoning, slashing, and piercing damage from nonmagical weapons while your Horde persists. Additionally, you cannot be blinded or poisoned, and any critical hit against you counts as a normal hit instead.
Swarm of Vermin
Medium swarm of Tiny beasts, unaligned
- Armor Class 9 plus PB (natural armor)
- Hit Points 10 + 5 x your Cleric level
- Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
12 (+1)
2 (-4)
10 (+0)
5 (-3)
- Saving Throws Dex +1 plus PB, Con +1 plus PB
- Skills Acrobatics +1 plus PB, Perception +0 plus PB,
Stealth +1 plus PB
- Damage Resistances bludgeoning, piercing, and slashing
- Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
- Senses Darkvision 30 ft., passive Perception 10 plus PB
- Languages —
Keen Smell. The swarm has advantage on Wisdom
(Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through any
opening large enough for a Tiny beast.
Actions
Bites. Melee Weapon Attack: your spell attack modifier to
hit, reach 0 ft., one target in the swarm’s space. Hit: 2d6 +
2 piercing damage.
Art: Ratcatcher by Dan Scott
At 8th level, you gain the ability to infuse your unarmed strikes with divine energy. Once on each of your turns when you hit a creature with a unarmed attack, you can cause the attack to deal an extra 1d8 bludgeoning damage. When you reach 14th level, the extra damage increases to 2d8.
Horde Unending
At 17th level, your Horde offers you bolstered defenses. You are resistant to bludgeoning, slashing, and piercing damage from nonmagical weapons while your Horde persists. Additionally, you cannot be blinded or poisoned, and any critical hit against you counts as a normal hit instead.
Swarm of Vermin
Medium swarm of Tiny beasts, unaligned
- Armor Class 9 plus PB (natural armor)
- Hit Points 10 + 5 x your Cleric level
- Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
12 (+1)
2 (-4)
10 (+0)
5 (-3)
- Saving Throws Dex +1 plus PB, Con +1 plus PB
- Skills Acrobatics +1 plus PB, Perception +0 plus PB,
Stealth +1 plus PB
- Damage Resistances bludgeoning, piercing, and slashing
- Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
- Senses Darkvision 30 ft., passive Perception 10 plus PB
- Languages —
Keen Smell. The swarm has advantage on Wisdom
(Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through any
opening large enough for a Tiny beast.
Actions
Bites. Melee Weapon Attack: your spell attack modifier to
hit, reach 0 ft., one target in the swarm’s space. Hit: 2d6 +
2 piercing damage.
Art: Ratcatcher by Dan Scott
At 17th level, your Horde offers you bolstered defenses. You are resistant to bludgeoning, slashing, and piercing damage from nonmagical weapons while your Horde persists. Additionally, you cannot be blinded or poisoned, and any critical hit against you counts as a normal hit instead.
Swarm of Vermin
Medium swarm of Tiny beasts, unaligned
- Armor Class 9 plus PB (natural armor)
- Hit Points 10 + 5 x your Cleric level
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 12 (+1) 2 (-4) 10 (+0) 5 (-3)
- Saving Throws Dex +1 plus PB, Con +1 plus PB
- Skills Acrobatics +1 plus PB, Perception +0 plus PB, Stealth +1 plus PB
- Damage Resistances bludgeoning, piercing, and slashing
- Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- Senses Darkvision 30 ft., passive Perception 10 plus PB
- Languages —
Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny beast.
Actions
Bites. Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target in the swarm’s space. Hit: 2d6 + 2 piercing damage.