Cleric: Blight & Respite Domains

by TheGoomyGM

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Cleric: Blight Domain

Growth from Necessity

Clerics of the Blight domain calls upon the destructive forces of the desert to bring ruination and decay. Grain withers, crops die, and entire communities are consumed alive by swathes of locusts. Gods of this domain may be evil, reveling in the destruction their devout bring. Others may view the strength in overcoming adversity; the view that an easy life is no life at all, and that challenge is but an opportunity for self-actualisation, is common among their followers. Such clerics may starve themselves, or deprive themselves of other comforts, in order to better themselves.

Blight Domain Spells

Cleric Level Loot
1st bane, ray of sickness
3rd blindness/deafness, ray of enfeeblement
5th bestow curse, gaseous form
7th blight, sickening radiance
9th enervation, insect plague

Drought + Bonus Cantrip

When you choose this domain at 1st level, you gain the infestation cantrip. It counts as a cleric cantrip for you.

Also at 1st level, you gain the create or destroy water spell. When you cast create or destroy water, you must choose the destroy water option.

Channel Divinity: Lethargy

Starting at 2nd level, you can use your Channel Divinity to drain the energy of foes around you.

As an action, you present your holy symbol and invoke a vile curse. Each hostile creature within 15 feet of you must make a Constitution saving throw, taking necrotic damage equal to 2d6 plus your cleric level on a failed saving throw, and half as much damage on a successful one. Creatures that fail their saving throw also have 1d4 subtracted from their next attack roll until the end of their next turn.

Channel Divinity: Locust Swarm

Starting at 6th level, you can use your Channel Divinity to shroud yourself in a swarm of locusts.

As an action, you shroud yourself in a swarm of locusts until the end of your next turn. While the swarm persists, any creature has disadvantage on attack rolls against you. In addition, whenever you are attacked by a creature while the swarm persists, you can use your reaction to deal piercing damage equal to 1d12 + your cleric level.

Also at 6th level, you no longer need to eat or drink.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with necrotic 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.

Aspect of Famine

Starting at 17th level, you can drain the vitality of foes when they need it most.

When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to impose disadvantage on the roll. The creature also gains a level of exhaustion. You can do so after the creature rolls but before any effects of the roll occur.

You can use this feature a number of times equal to your Wisdom modifier (a mimimum of once). You regain all uses when you finish a long rest.






















Cleric: Respite Domain

Growth from Plenty

Clerics of the Respite domain command the restorative forces of the desert to bring comfort and respite. Grain flourishes, crops are harvested, and communities are sustained by life-giving waters. Gods of this domain tend to be good, rejoicing in the sustenance their devout provide. Others see the opportunity afforded by plenty; the view that removing fundamental challenges enables self-actualisation is common among their followers. Such clerics often strive to ensure the material needs of themselves and others are met, such that they may better themselves.

Respite Domain Spells

Cleric Level Loot
1st bless, fog cloud
3rd misty step, pass without trace
5th aura of vitality, haste
7th aura of life, watery sphere
9th skill empowerment, wrath of nature

Abundance + Bonus Cantrip

When you choose this domain at 1st level, you gain the shape water cantrip. It counts as a cleric cantrip for you.

Also at 1st level, you gain the create or destroy water spell. When you cast create or destroy water, you must choose the create water option.

Channel Divinity: Vigour

Starting at 2nd level, you can use your Channel Divinity to impart you allies with vigour.

As an action, you present your holy symbol and invoke a blessing. Choose any number of creatures within 30 feet of you. You restore a number of hit points equal to your cleric level to each of them. In addition, affected creatures gain speed equal to half their speed (rounded down) until the end of their next turn.

Revitalise

Starting at 6th level, whenever you restore hit points to a creature, you revitalise them. Opportunity attacks against the creature are made with disadvantage until the end of its next turn.

Also at 6th level, you have become infused with sustaining, revitalising magic. You don't need to eat or drink, and friendly creatures within 60ft of you are sustained twice as much by food and drink.

Potent Spellcasting

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

Aspect of Reprive

Starting at 17th level, you gain the spells shape water and control water. You also gain the spell druid grove.

Whenever you cast a spell of 1st level or higher, you can restore hit points equal to twice spell's level to two creature you can see within 60 feet of you.

Art Credits

Blight Domain: Scarab Swarm by Riccardo Gualdi Respite Domain: Desert Oasis1 by Anastasia Korochansckaja

 

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