OGC:Misfortune Domain (5e Subclass)
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Divine domain for clerics:
Followers of Jinx, the patron goddess of ill-fortune, are called Jinxians, and their priests are called Calamity Speakers. Having suffered so much misfortune, most Jinxians are fatalistic, even nihilistic, but they can also be open, accepting, and even friendly despite their pessimism.
Jinx’s faithful take to the road in search of a life away from the one that was destroyed by misfortune. A Calamity Speaker in search of adventure may learn the minstrel’s trade or take up with a merchant company or mercenary guild. Priests of Jinx are highly sought-after by thieves’ guilds, though there is little evidence to suggest that Jinx herself sanctions theft, save as a means of retribution against the unjust or cruel.
Misfortune Domain Spells
- 1st bane, dissonant whispers
- 3rd blindness/deafness, shatter
- 5th bestow curse, remove curse
- 7th blight, confusion
- 9th contagion, insect plague
Seer of Calamity
At 1st level, you gain proficiency with the Intimidation skill and learn the prestidigitation cantrip. You can use prestidigitation in noncombat situations as part of a Charisma (Intimidation) check to cause fragile nonmagical objects to break or shatter if they are unattended and within 30 feet of you. Doing so gives you advantage on Intimidation checks provided you reveal yourself as a priest or priestess of misfortune.
Channel Divinity: Nicked an Artery
Starting at 2nd level, you can use your Channel Divinity feature to influence the severity of wounds your enemies receive in combat. When you or an ally deal a slashing or piercing wound to an enemy within 30 feet, you can use your reaction to cause the wound to begin bleeding uncontrollably. The target takes 1d10 damage at the start of its next turn and on each subsequent turn. The bleeding creature may make a Constitution saving throw against your spell save DC, ending the effect on a success. If the target is reduced to 0 hp by this effect, it falls unconscious from blood loss.
This power has no effect on constructs, oozes, undead, or other creatures that do not rely upon blood to sustain life.
Channel Divinity: Calamity’s Disciple
Starting at 6th level, you can use your action to influence luck. For example, you can cause an enemy to lose at cards or dice or to fall down a small flight of stairs, or you can cause a tree to fall on an adversary’s house, crushing one room. You can even cause an enemy’s spouse or child to fall ill, though not fatally.
If you target another creature with this effect, that creature can make a Charisma saving throw against your spell save DC. On a successful save, calamity is avoided, and your Channel Divinity power is not expended. In such a case, the goddess has refused your call for divine intervention.
Calamities caused by this power cannot be used to kill or critically injure an adversary directly, and they can always be explained away after the fact as “bad luck”.
Starting at 8th level, your weapon attacks leave an echo of bad luck. Once per round when you hit a creature with a weapon attack, the next attack roll made against this target before the end of your next turn has advantage. When you reach 14th level, the target also makes its next attack roll with disadvantage.
Aura of Calamity
Starting at 17th level, you can use your action to activate an aura of calamity that lasts for 1 minute or until you dismiss it with another action. Enemies within 60 feet are infected with a sense of impending doom, imposing disadvantage on saving throws against your Misfortune domain spells.