Gods with the Apocalypse domain promote fear, judgment, punishment,
and the end of all things. Their priesthoods often consider
themselves the messengers of that doom, and they work
to spread word of the coming end. Their gloomy, often
frightening message makes them unwelcome in many—
but not all—civilized places.
Apocalypse Domain Spells
Cleric Level |
Spells |
1st |
Dissonant Whispers, Hellish Rebuke |
3rd |
Enthrall, Magic Mouth |
5th |
Fear, Stinking Cloud |
7th |
Blight, Phantasmal Killer |
9th |
Contact Other Plane, Telekinesis |
RANTING RUIN
At 1st level, you learn the vicious mockery cantrip. You
also gain proficiency in either Arcana or Survival (your
choice), and you learn one exotic language.
CHANNEL DIVINITY: DAMNATION
Starting at 2nd level, you can use your Channel Divinity
to lash out at those who defy your deity's messenger. As an
action, you present your holy symbol while pronouncing
doom to unbelievers. Each hostile creature that can see
you and is within 30 feet of you takes 3d6 + your cleric level
necrotic damage, or half damage with a successful Wisdom
saving throw. A creature that has total cover from you is
not affected.
CHANNEL DIVINITY: WEIGHT OF GUILT
At 6th level, you can use your Channel Divinity to
manipulate a creature's thoughts. You can then use your
access to the creature's mind as leverage to interrogate it.
As an action, choose one creature that you can see within
60 feet of you. That creature must make a Wisdom saving
throw. If the saving throw is succeesful, you can't use this
feature on it again until you finish a long rest. If the saving
throw fails, you can bring the creature's guiltiest knowledge
to the surface of its mind and fill it with fear that it will
confess that knowledge. You get no hints to what this
knowledge is. The effect lasts 1 minute, during which you
can use your action to cast zone of truth on the creature
without expending a spell slot. Only the target of weight of
guilt is affected by the spell, and that target's saving throw
against the spell fails automatically.
DIVINE STRIKE
At 8th level, you gain the ability to infuse
your weapon strikes with necrotic energy.
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 necrotic damage to the target. When you reach 14th
level, the extra damage increases to 2d8.
HERALD OF THE APOCALYPSE
At 17th level, you gain resistance to acid, fire, and poison
damage.
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