Dnd 5e Cleric Evil Domain Dmg
In D&D 5e, undeath 'mastery' (such as it is) is the province of the Wizard, specifically the Necromancy school (PHB p.118); not of the Cleric. The boons it gives are actually pretty good. The Death domain from the DMG is more about making things dead, not so much about undead. The only thing that is of any use is the 17th level boon.
- Sep 12, 2017 I know there are certs for both DMG subclasses from right after 5e release, as well as a 'DMG aasimar' from the same time. And I've seen an aaracokra one as well. AL play and Death Domain Cleric. 3.5 5th edition advice bard build build advice cleric d&d d&d 3.5 d&d 5e dm help dnd dnd 5e druid fighter help homebrew homebrew 5e monk.
- DND 5th Edition. A pretty basic wiki. The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires.
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Dnd 5e Cleric Guide
Ooze Domain[edit]
Gods who reside in the Paraelemental Plane of Ooze, or have their origins there, govern slimy creatures, swampy and muddy lands, semi-solids, and all that is amorphous. As many slimes and jellies are corrosive, clerics of this domain also have some power over acids.
In the Forgotten Realms setting, Ghaunadaur is the chaotic evil god of abominations, whose symbol is a glowering eye in a purple disc. Before the War of the Spider Queen he resided in the Cauldron of Slime in the Plane of Ooze. During this time, his Domains included Ooze.
- Ooze Domain Spells
Cleric Level | Spells |
---|---|
1st | grease, ensnaring strike |
3rd | acid arrow, web |
5th | meld into stone, sleet storm |
7th | Vitriolic sphere1, polymorph |
9th | contagion (slimy doom only) Transmute rock1 |
1 Elemental Evil Player's Companion
- Alternate Domain Spells
The above table includes only spells published officially. You can substitute any of them for the homebrew spells in the following table.
Cleric Level | Spells |
---|---|
1st | find familiar (slimeball only) |
3rd | quicksand |
5th | slimebolt |
7th | rusting grasp |
9th | conjure elemental (ooze paramental only), flesh to jelly |
- Bonus Cantrip
![Cleric Cleric](http://dwdstudios.com/system/files/evilcleric.jpg)
When you choose this domain at 1st level, you gain the acid splash cantrip, which counts as a cleric cantrip for you.
- Mirewalk
Also at 1st level, moving through nonmagical difficult terrain costs you no extra movement if it is caused by mud, marsh, or other semi-solid ground. You have advantage on Strength checks made to escape deep mud, quicksand or from being engulfed by an ooze.
Channel Divinity: Turn Ooze
Starting at 2nd level, you can use your Channel Divinity to turn an ooze as though you were using Turn Undead. From 8th level onwards, you can destroy an ooze that fails its saving throw against your Turn Ooze feature, with the same challenge rating thresholds as your Destroy Undead feature.
- Create Green Slime
At 6th level, you can use your action to create green slime (DMG p. 105). It covers a 5-foot square patch on an unoccupied floor, wall or ceiling you can see within 30 feet of you. You can create a number of patches equal to your Constitution modifier (minimum 1). You regain your uses of this feature when you finish a long rest.
- Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine 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 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Dnd 5e Cleric Domain
Channel Divinity: Ooze Form
Starting at 17th level, you can use your Channel Divinity to become an ooze.
As an action, you become semi-solid and amorphous. While so transformed, you have the following benefits:
- You have blindsight to 60 feet, although you are blind beyond this range.
- You can move through a space as as narrow as 1 inch wide without squeezing.
- You have immunity to acid damage.
- You have immunity to the following conditions: blinded, deafened, exhaustion, prone.
- You cannot cast spells or speak or take any action that requires hands. Transforming doesn't break your concentration for spells you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the ooze for is physically able to do so. However, you can't use any of your special senses.
- You choose whether your equipment falls to the ground in your space or merges into your new form. Equipment that merges with the new form has no effect until you leave the form.
- You can make an attack with a pseudopod. This is a melee weapon attack that deals 2d6 + your Strength modifier bludgeoning damage and 1d6 acid damage.
The ooze form lasts for 1 hour or until you end the effect with a bonus action on your turn. You then revert to your normal form.
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