Undeath Domain, Variant (5e Subclass)

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Before the Dungeon Master’s Guide was released, there was no cleric option available for the Death Domain. This was created in the meantime, and now serves as an alternative flavor.

Death Domain Spells[edit]

Cleric Level Spells
1st bane, inflict wounds
3rd gentle repose, ray of enfeeblement
5th animate dead, speak with dead
7th blight, death ward
9th cloudkill, raise dead

Bonus Cantrip[edit]

When you choose this domain at 1st level, you gain the chill touch cantrip if you don’t already know it.

Bonus Proficiency[edit]

Also starting at 1st level, you gain proficiency with the Poisoner’s Kit.

Channel Divinity: Charm Undead[edit]

Starting at 2nd level, you can use your Channel Divinity to charm undead.

As an action, you present your holy symbol and invoke the name of your deity. Each undead that can see you within 30 feet of you must make a wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute. While charmed by you it cannot harm you, or creatures you designate.

As an action, you may issue a simple command, such as “stay here”, “go there”, “attack him”, or “guard this area” to any mindless undead you have charmed. Once given a command, mindless undead will continue that course of action as long as they remain charmed.

Any intelligent undead which takes damage may repeat their save; if they succeed, the charm effect ends for that creature.

Undead Thralls[edit]

Starting at 6th level, whenever you create an undead using a necromancy spell, or charm one using Channel Divinity, it has additional benefits:

  • The creature’s hit point maximum is increased by an amount equal to your cleric level.
  • The creature adds your proficiency bonus to its weapon damage rolls.

Potent Spellcasting[edit]

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

Master of Undeath[edit]

At 17th level, your ability to command undead heightens. Undead you have charmed through the use of Channel divinity remain charmed indefinitely.

At the end of each day, intelligent undead may repeat their Wisdom saving throw to end the charm effect. Mindless undead may not.

Additionally, you may issue simple commands to charmed mindless undead as a bonus action rather than an action.


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