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Doom Domain (Homebrew)


Hit Points

Hit Dice: d4 per Doom Domain (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
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Overview & Creation

Clerics who choose the Doom domain focus on despair, misfortune, and negative energy as ultimate forces that determine fate. These clerics are tasked with promoting fear and dread of a terrible demise unless homage is paid to Beshaba in full. Clerics without resolve shall pay a steep price while those with fortitude shall rise in power to claim their rightful places among the ranks of the faithful in eternal undeath.  

Doom Domain Spells

 
Level Spells
1st Bane, Hex
3rd Bane of Beshaba, Darkfire
5th Animate dead, Bestow curse
7th Doomtide, Misfire
9th Misfortune, Whip of Woe
   

Bonus Proficiencies

When you select this domain at 1st level, you gain proficiency in two of the following skills of your choice: Deception, Intimidation, Persuasion, Sleight of Hand, or Stealth.  

Bonus Cantrip

When you select this domain at 1st level, you learn the jinx cantrip. This is considered a cleric cantrip for you and doesn’t count against the cantrips you know.  

Channel Divinity: Bestow Misfortune

Starting at 2nd level, you can use your Channel Divinity to alter a creature’s luck. As an action, you present your holy symbol and force a creature within 30 feet of you to make a Wisdom saving throw. On a failed save, choose one of the target’s ability scores; for 1 minute, the creature has disadvantage on ability checks and attack rolls with the chosen ability.  

Blessed Misfortune

Beginning at 6th level, whenever you use an ability, feature, or spell to impose disadvantage on a creature’s ability check, attack roll, or saving throw, you gain advantage on one ability check, attack roll, or saving throw of your choice within the next minute. You can only have one advantage due to this feature at a time.  

Necrotic Strike

Beginning at 8th level, you can infuse your weapon with negative energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Doom Master

Starting at 17th level, you can control luck to some extent. You have 3 luck points. Whenever you make an ability check, attack roll, or saving throw, you can spend 1 luck point to roll an additional d20 and choose which result to use for your roll. Alternatively, you can use your reaction to spend 1 luck point when a creature within 30 feet of you makes an ability check, attack roll, or saving throw. Roll an additional d20; you can force the creature to use either result for the outcome of its roll. You regain luck points after a long rest.


Created by

CrisisUnbound.

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