Clerics of the Ghoulcaller domain use the undead to destroy sinners and typically follow D'hurgen, though some do follow other gods not opposed to the undead such as Garghas or Tyrannis. Through the use of their dark magic, Ghoulcallers deliver divine judgment unto those they deem worthy.
Ghoulcaller Domain Spells
Cleric Level |
Spells |
1st |
bone harvest, corpsehatch |
3rd |
armor of bone, chill to the bone |
5th |
animate dead, blood beckoning |
7th |
chilling scythe, grasping graves |
9th |
danse macabre, transmute bone to steel |
Armaments of the Grave
Beginning when you choose this divine domain at 1st level, you gain proficiency in heavy armor and martial weapons. In addition, you can use mount an emblem onto a scythe if you are proficient with it.
Ghoulcalling
Also at 1st level, anytime you cast a spell to animate a dead body or create undead creatures, those creatures have additional hit points equal to your cleric level plus your Wisdom modifier.
Channel Divinity: Ghoulcaller's Bell
You hold out your holy symbol, and the sound of a small bell rings through the air. All undead you control gain heightened focus for 1 minute, adding half your proficiency bonus to their attack rolls.
Corrupted Energy
Beginning at 6th level, you can twist the energy of your healing spells to become negative energy. You are able to heal undead creatures, though still not constructs, with your healing spells.
In addition, you can make a spell attack with your healing spells, dealing necrotic damage equal to the health normally restored if you target a creature that is not undead.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the negative energy sustaining your undead minions and the chill of the grave. 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 damage of your choice of cold or necrotic to the target. When you reach 14th level, the extra damage increases to 2d8.
Land of the Dead
Beginning when you reach 17th level, you can call down spectral graves in a 30-foot radius sphere centered in yourself that moves with you. You can treat each space on the ground in that sphere as though there were a corpse on it. This area feels colder than the rest of the air, and undead under your control in the area can add your Wisdom modifier to their damage rolls. In addition any undead you summon here has twice as many hit points and gains hit points equal to your Wisdom modifier at the beginning of each of its turns while at or above 1 hit point.
You can hide this area and cause the graves to disappear, but it will still feel cooler. You nor your undead benefit from the area while it is hidden.
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