Essence Domain (5e Subclass)

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Essence Domain[edit]

Cleric Subclass

As an Essence Domain cleric, you use the power of your own life's essence to fuel your magic. In most instances this is in service of an evil, sadistic god, but can also be the case for neutral gods like Kelemvor or evil-aligned lesser gods who have little of their own divine power. In rare circumstances of exceptional willpower or stubborn self-reliance, one can access this domain in service to more benevolent gods, or even in their absence. Widely considered an "evil" or "forbidden" technique, the Essence Domain is a guarded secret in holy communities to avoid temptation. However this domain has a tendency to present itself to the desperate in their times of need, preventing it from fully being eradicated.

Essence Domain Spells[edit]
Cleric Level Spells
1st inflict wounds, cure wounds
3rd wither and bloom[1], spiritual weapon
5th life transference[2], vampiric touch
7th sickening radiance[3], death ward
9th enervation[4], mass cure wounds

Persistence is a Virtue[edit]

When you choose this domain, you learn the virtue[5] cantrip, which counts as a cleric cantrip and doesn't count against your known cantrips. Additionally, your HP maximum is increased by 2 per level when you choose this domain, and increases by 2 each time you gain a new level thereafter.

When you choose this domain, use your Constitution modifier instead of Wisdom for your cleric spellcasting modifier.

Vitality Infusion[edit]

Starting at 3rd level, you channel your own lifeforce into casting spells. Whenever you cast a spell, your HP maximum is reduced by 2. You cannot cast a spell if this reduction would reduce your maximum HP to 0 or less. This HP reduction can't be prevented and lasts until you finish a long rest.

As a result, whenever you successfully cast a spell that heals or inflicts damage upon another creature, you may also roll your Vitality die. If you do, your HP maximum is reduced by the result + your spellcasting modifier, then add that amount to the spell's damage/healing total. If this feature would reduce your HP maximum to 0 or less, then the feature fails, the spell is not enhanced, and your HP maximum is not reduced. This HP reduction can't be prevented and lasts until you finish a long rest.

At 9th level onward, the amount added to your spells' damage/healing totals is equal to the total amount your HP maximum has been reduced, not just this feature's Vitality roll.

Additionally, if you would gain an amount of HP over your HP maximum, you may convert the extra into temporary HP. (Newly gained Temp HP replaces current Temp HP; it does not stack).

Vitality Dice[edit]
Cleric Level Vitality Die
3rd d4
6th d6
9th d8
12th d10
15th d12

Channel Divinity: Borrow Strength[edit]

Starting at 5th level, you can use your Channel Divinity to tap into the strength of your god or future self to help yourself and others withstand death. As an action, you may spend one of your unspent hit die to roll your Vitality die, gaining temporary HP equal to the result + your spellcasting modifier + your cleric level. Any number of creatures you choose within 10 feet of you each gain half that many temporary HP, rounded up.

At 11th level onward, roll two Vitality dice when you channel divinity instead.

Blood for Power[edit]

Starting at 9th level, you may cast spells off of your lifeforce alone. As a bonus action, you may refresh an expended spell slot by reducing your HP maximum by an amount equal to twice the spell slot's level + your level. You cannot use this feature if it would reduce your HP maximum to 0 or less. This feature cannot be used to refresh a spell slot you do not have access to, nor can it be used for spell slots of 7th level or higher. This reduction in HP can't be prevented and lasts until you finish a long rest.

Each time you refresh a spell slot using this feature, the cost to refresh a spell slot of the same level increases by that amount. This cost increase resets after a long rest.

(For example: After refreshing a level 4 spell slot, the cost to refresh level 4 spell slots increases by 4 HP. If used again, then the cost increases by an additional 4, or 8 HP total.)

Vitality Thief[edit]

At 17th level, you are able to steal the vitality from others to fuel your spells. Whenever you use the Vitality Infusion or Blood for Power features to empower a spell or refresh an expended spell slot, if you're touching a creature, you may make a spell attack roll against that creature. On a success, the target's HP maximum is also reduced. If this feature is used in conjunction with the Vitality Infusion feature, then add the amount the target's HP was reduced by to the spell's damage/healing total.

This feature does not work against targets who have no inherent lifeforce, such as Undead and nonmagical Constructs.

Additionally, the soul cage[6] spell is added to your prepared spells list and does not count against your number of prepared spells.

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