Drict's Occult Cleric Domain Subclass

by TheTranMan

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Cleric Domains


At 1st-Level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. The following options are available to you when making that choice:

Occult Domain

Not your conventional gods, yet you still worship them and harken their servants to assist you in your sinister sprees. The gods of the Occult are evil gods of murder, death, or any other malevolent force that brings about the mistreatment of civilization or its inhabitants for obviously worshipping the wrong god.

Occult Domain Features
Cleric Level Feature
1st Domain Spells, Master of Cruelty
2nd Channel Divinity : Invoke Execution
6th Improved Cruelties
8th Malevolent Minions
17th Avatar of Malice

Domain Spells

1st-Level Occult Domain Cleric feature


You gain domain spells at the cleric levels listed in the Occult Domain spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.

Occult Domain Spells

Cleric Level Spells
1st cause fear, disguise self
3rd hold person, phantasmal force
5th fear, summon lesser demons
7th shadow of moil, summon greater demon
9th dominate person, mislead

Master of Cruelty

1st-Level Occult Cleric feature


At 1st level, you gain the ability to weaken your foes as you cackle maniacally. When you deal damage (not with this ability) to a creature within 30 feet of you that you can see, you can use your reaction to cause the creature to make a Wisdom saving throw. The creature takes 2d6 psychic damage on a failed saving throw, and half as much on a successful one.

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: Sacrificial Explosion

2nd-Level Occult Cleric feature


Starting at 2nd level, you can use your Channel Divinity to brutally sacrifice a creature and produce destructive results. When you or an ally kills a creature within 120 feet of you, you can use your Channel Divinity to cause the creature to explode in a squall of gore. Creatures within 20 feet of the target must make a Dexterity saving throw or take your choice of acid, bludgeoning, fire, necrotic, or thunder damage equal to 3d10 + your cleric level on a failed saving throw, and half as much damage on a successful one.

Improved Cruelties

6th-Level Occult Cleric feature


Starting at 6th level, when an ally deals damage to a creature within 30 feet of you that you can see, you can also use your Master of Cruelty feature.

Malevolent Minions

8th-Level Occult Cleric feature


Starting at 8th level, you gain the ability to conjure your minions with malicious energy. Whenever you create a fiend using a conjuration spell, it has additional benefits:

  • The creature's hit point maximum is increased by an amount equal to your cleric level.
  • The creature adds your Wisdom modifier to its weapon damage rolls.

Starting at 14th-Level, your own malicious alignment forces them to follow you. They never act hostile to you or creatures you designate and treat them like a neutral ally.

Avatar of Malice

17th-Level Occult Cleric feature


At 17th level, your affinity with chaotic and malign energies causes you to gain powers:

  • The damage you deal with the Master of Cruelty feature increases to 4d6, and you don't require a reaction to use it but you still expend uses.
  • When a creature dies within 30 feet of you, you gain temporary hit points equal to that creature's Constitution Score (min 1). You can only use this feature as long as you aren't unconscious.
  • You gain advantage on all attack rolls made against frightened creatures.
 

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