Gift of the Eldritch (5e Subclass)

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Gift of the Eldritch, an ode to Thunder Lotus

On a rare occasion a mortal may be given a finer chance at life, maybe through sheer luck or from an outside source; this time that source is that of a bored Elder God known by the terms "Old One" or "Outer One". They have decided to take pity on your soul and give you strengths unknown to man and rise to power and glory...but at what cost?

When choosing this Dominion you gain access to not only several spells a Cleric would not be able to learn, but also unlock the cantrip tables of Sorcerer, Wizard, and Warlock!

Gift of the Eldritch Spells
Cleric Level Spells
1st Arms of Hadar, Ray of Sickness
3rd Spider Climb, Mind Spike
5th Melf's Minute Meteors, Hunger of Hadar
7th Shadow of Moil, Vitriolic Sphere
9th Telekinesis, Negative Energy Flood
Azathoth's Breath

You learn the Hex spell if you don't already know it.

Sundered

When you choose this domain at 1st level, choose two proficiencies from these skills: Arcana, Athletics, Survival, and Religion; double your proficiency bonus when using the skills chosen. You are resistant to necrotic damage.

Channel Divinity: Eyes of Yog-Sothoth

Starting at 2nd level, you can channel divinity to gain infrared vision. You may see the heat signatures of all things within 60ft around your character; any object which does not produce heat will remain as you saw beforehand. Eyes of Yog-Sothoth can be used in any level of light including Magical Darkness. The effects can last up to an hour if the user does not choose to deactivate it. This effect may be used once per long rest.

Increasing Madness: Scriptures of Arwassa

Starting at 6th level, your connection with the elder gods intensifies, letting you now better tolerate the pain your brain goes through when communing with them. Your character gains resistance to Psychic damage

Rampaging Trapezohedron

When your character attains level 8 they gain the ability to infuse their weapon's strikes with eldritch energy. Once per turn you may infuse the weapon to add 1d8 necrotic damage to the attack. When you reach level 14 the necrotic damage increases to 2d8 If you are currently unarmed you can instead infuse your fist or leg for and additional 1d6, 2d6 at level 14.


Avatar of the Crawling Chaos

Starting at the 17th level when you fell an enemy with a spell/cantrip or magical weapon you may choose to reanimate it to fight for you (with its stats) for up to 1 hour. You may control up to 5 "Size Points" of enemies; you have 10 points per long rest (They cannot exceed this point to 11 or above) Tiny Enemies are 1 point each Small Enemies are 2 points Medium Enemies are 3 points Large Enemies are 4 points Huge Enemies are 5 points.


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