Fear Domain: Domain Spells Divine Strike
Fear Domain: Domain Spells Divine Strike
Fear Domain: Domain Spells Divine Strike
S
ome clerics preach of fear, punishment, and roll of 1, the target is paralyzed until the end of its turn. On a
retribution, luring converts to their cause by roll of 2, the target must use all its movement for that turn to
telling them what will happen if they don’t join move directly away from the source of its fear, before it takes
their faith. Often, the gods they worship are angry any actions. On a roll of 3, the target drops everything it is
deities of vengeance, retribution, or the afterlife. holding as soon as its turn starts, and cannot take reactions
Some are even evil deities masquerading as other until the start of your next turn or until it is no longer
types of gods and using their cleric’s influence to frightened. On a roll of 4, the target may move an act
urge their flocks in more radical and dangerous directions. normally. A target may repeat their save at the end of each of
Asmodeus himself is sometimes worshipped in this likeness, their turns, ending the frightened condition on themselves on
luring in followers by giving them the false hope of escaping a success. While at least one creature is frightened by this
the hells, then dooming them as they commit evil acts in his effect, you can use your action to choose a creature within 30
name. His clerics, and those of other deities who use this feet of the frightened target and subject them to this effect
domain, are sometimes known as avengers or demagogues, without expending a use of your channel divinity, as the fear
and are experts at using the weapons of their god, fear and spreads. A creature that succeeds on its save against this
paranoia, to manipulate the people around them. power is immune to this effect for 24 hours.
Domain Spells Divine Strike
You gain domain spells at the cleric levels listed. Starting at eighth level, you gain the ability to infuse your
weapon strikes with divine energy. Once on each of your
Fear Domain Spells turns when you hit a creature with a weapon attack, you can
Cleric Level Spells cause the attack to deal an extra 1d8 psychic damage. When
1st Cause Fear*, Command you reach 14th level in this class, the extra damage increases
3rd Hold Person, Crown of Madness
to 2d8.
5th Fear, Bestow Curse Vengeful Tormentor
7th Dominate Best, Compulsion At seventeenth level, you can capitalize on the fear you leave
in your wake. Whenever you make a melee weapon attack
9th Dominate Person, Geas against a frightened creature, you can make a second melee
weapon attack against the same creature as a bonus action.
Bonus Proficiencies .
Your god’s might grants you training with more potent .
weapons and with intimidation. You gain proficiency with .
martial weapons and the intimidation skill. All spells marked with an asterisk appear in Xanathar's
Guide to Everything
Merciless
You’re able to make the most of the fear you inflict on your
enemies. You have advantage on all attacks you make against The Homebrewery
frightened targets. This document was formatted with the help of The
Homebrewery, a truly excellent site. Thank you!
Channel Divinity: Fearsome Aura
Starting at second level, you can use your Channel Divinity to
exude a terrifying presence. As an action, you force each
creature of your choice that you can see within 30 feet of you
to make a Wisdom saving throw. On a failed save, a creature
becomes frightened of you for 1 minute. The frightened
creature can repeat this saving throw at the end of each of its
turns, ending the effect on itself on a success.
Channel Divinity: Infectious Terror
Starting at sixth level, you can use your channel divinity to
overwhelm a single opponent with an all-consuming fear. As
an action, you target one creature within thirty feet of you.
That enemy must make Wisdom save against your spell save
DC or become frightened of you for one minute. While a
creature is frightened by this effect, roll a d4 at the start of
each of its turns to determine the effect its fear causes. On a