Divine Domain: Entropy

by Fungal Brews

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Divine Domain: Entropy

The gods of entropy domain, such as Rahu, Erebus, Kek, Apep, and Nyx, are often associated with cold and darkness, and understand that nothing lasts forever. Everything ends, cold and alone, swallowed by inky dark. Followers of these gods use that principle for good or ill, as their lords command.

Entropy Domain Spells

Cleric Level Spells
1st armor of Agathys, arms of Hadar
3rd blindness/deafness, darkness
5th hunger of Hadar, slow
7th Otiluke's resilient sphere, shadow of moil
9th cone of cold, enervation

Heat Death

When you take this domain at 1st level, you can reduce the kinetic energy of your enemies. As an action, choose a creature that you can see. For 1 minute, their movement speed is reduced by an amount equal to 5 times your Wisdom modifier, and their damage rolls are reduced by half your cleric level. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once) and must complete a long rest before doing so again. You also learn the ray of frost cantrip. It is a cleric spell for you, and you can choose to deal necrotic damage with it instead of cold.

Visions of the Void

Starting at 2nd level, you can use an action and one use of your Channel Divinity to grant yourself and up to 6 creatures within 30 feet of you the ability to see normally for 15 feet magical and nonmagical darkness for 10 minutes.

Magic Unravels

Starting at 6th level, whenever you deal cold or necrotic damage to a creature with a cleric cantrip, you can use a bonus action to cast dispel magic on the target, even if you do not have it prepared. You must still meet all other requirements for casting the spell, and have an available spell slot with which to cast it.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Night Falls

Starting at 17th level, you can use your action to activate an aura of darkness that lasts for 1 minute or until you dismiss it using another action. You extinguish all non-magical light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the darkness have disadvantage on saving throws against any spell that deals cold or necrotic damage.

Additionally, the disintegrate spell becomes a cleric spell for you. You always have it prepared, and it does not count against your number of spells known.

Credits: Original cleric domain by /u/callmepartario

Israfil, 000Fesbra000

 

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