Corruption Domain
The Corruption domain is both insidious and broad. Many Gods of Death and Undeath claim corruption as part of their domain, but so too do Gods of Lies. Few non-evil deity can claim influence over this domain, though some death deities see decay and corruption as a natural part of physical death on the material plane.
The clerics of Corruption deties are few, and are usually zealous or outright insane. They seek to spread mistrust, weaken the faith in other gods, and crumble the foundations of civilization.
Corruption Domain Spells
Cleric Level | Spells |
---|---|
1st | Distort Value / Hex |
3rd | Blindness / Deafness, Ray of Enfeeblement |
5th | Fear / Fast Friends |
7th | Shadow of Moil / Blight |
9th | Modify Memory / Negative Energy Flood |
Insidious Whispers
Starting at 1st level, your very presences corrupts the truth.
You can use your action to touch a creature other than yourself and choose whether that creature makes all Charisma (Deception) checks at advantage or makes all Wisdom (Insight) checks to uncover lies at disadvantage. Touching an unwilling creature may require a Dexterity (Sleight of Hand) check or a melee spell attack roll, at DM's discretion.
These insidious whispers last for 10 minutes, or until you use this feature again.
Channel Divinity: Decay Defenses
Starting at 2nd level, you can use your channel divinity to degrade the protection other creatures hold dear. Raising your holy symbol you can use a bonus action to decay the armor class of one creature you can see or hear within 30 feet. The creature must make a Wisdom saving throw. Constructs and Undead make this roll at disadvantage.
On a failure the target's armor class is lowered by 2 until the start of your next turn, as your divine corruption temporarily weakens scale, rots leather, rusts metal, and tatters the weaves of magic.
This feature cannot decrease a target's AC lower than 10 + the creature's Dexterity modifier.
Channel Divinity: Corrupt the Flesh and Mind
Starting at 6th level, you can use your channel divinity to degrade core qualities of a creature. Using an action, you force a creature you can see or hear within 30 feet to make a Wisdom saving throw.
On a failure, you may choose one of the creature's Ability Scores. The ability is immediately reduced by a number equal to your Wisdom modifier (minimum of 1). Until the effect ends, at the start of each of the creature's turns the affected ability is reduced by an additional 1.
The creature is unaware of the source of its affliction. It can make another Wisdom save at the end of each turn to prevent further loss, however the reduction lasts until the target finishes a short or long rest, or until the feature is ended by you, as a free action.
This feature cannot reduce an Ability Score below 1.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Greater Decay
At 17th level, you can choose up to four creatures, instead of one, when using Decay Defenses, and it now lasts until the end of your next turn.
Interior Artist: Pierre Raveneau