Cleric Domain - Otherworldly

by UnderpaidGolbin

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Cleric Domain

Otherworldly

There exist deities that preside over the unknown and strange, entities that work to preserve the mysteries of the dark and unnatural. These deities often enlist the help of those who have peered into their domains and have lived to tell the tale. These clerics have their whole perspective on life changed, and often devote themselves to the occult and ritualistic in an attempt to find meaning.

An Otherworldly Cleric’s holy symbol is a token from their presiding entity, some souvenier they picked up from the realm of their deity. This token might be a strange rock or element from a mysterious plane, a pulsating heart made of writhing blue vines, or another peculiar artefact that is unmistakably not of this world.

Otherworldly Domain Spells
Cleric Level Spells
1st Arms of Hadar, Cause Fear
3rd Crown of Madness, Wither and Bloom
5th Hunger of Hadar, Life Transference
7th Evard’s Black Tentacles, Summon Abberation
9th Contact other Plane, Far Step

Strange Gifts

When you choose this subclass at 1st level, you learn the Eldritch Blast cantrip.

See the Beyond

Starting at 1st level, you have gained a new kind of sight after staring into the void. As a bonus action, you may gain darkvision out to 120 feet and see in magical darkness for 10 minutes.

You may use this a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Eldritch Investiture

Also at 1st level, your body is infused with eldritch power while you rest. When you finish a long rest, you can restore a single used spell slot.

Additionally, when you cast a spell that deals psychic damage, you may deal an extra 1d6 psychic damage once per turn.

Channel Divinity: Planar Rift

At 2nd level, you can use your Channel Divinity to open a rift between planes.

As an action, you present your holy symbol to up to 8 creatures within 60 feet. Each creature must make a Dexterity saving or be pulled into a rift. A creature pulled into a rift takes 2d10 Psychic damage as they are hurtled through a realm of unimaginable horrors, and are teleported to a random unnocupied space within 60 feet, as determined by the DM.

Benefactor's Blessing

Once you reach 6th level, whenever you cast the Eldritch Blast cantrip, you can change the damage type to Psychic.

Additionally, when you use your action to cast Eldritch Blast, you can use your bonus action to cast it again.

Bizarre Strike

At 8th level, your weapons are corrupted by strange energy. Once on each of your turns when you hit a creature with a weapon attack, you may roll a 1d4 on the table below, your weapon deals an extra 1d8 of that damage type. When you reach 14th level, the extra damage increases to 2d8.

Bizarre Strike Damage Table
Roll Damage Type
1 Thunder
2 Necrotic
3 Force
4 Psychic

Share the Vision

Upon obtaining 17th level, you give the gift of dark enlightenment to all creature’s of your choice within 30 feet. Each creature chosen must make a Wisdom saving throw or take 4d12 psychic damage, or half as much on a successful save, as you show them a vision of the incomprehensible realm in which your deity resides. A creature that fails their save is blinded for 1d4 turns, and they may remake the save at the end of each of their turns to end the effect early. A creature that succeeds on this save becomes immune to it for 24 hours.

You may use this feature twice before needing to take a long rest to use it again.

Created By: Underpaid_Goblin
Art By: Borja Pindado
Published by: Re-brew

Re-brew | Otherworldly
 

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