Fear Domain (5e Subclass)

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Fear Domain[edit]

Cleric Subclass

No matter what god these clerics serve, those who find themselves within the Fear Domain seek to bring about widespread terror. Some of these casters are selfish individuals, looking to subjugate others by crippling their confidence. Others are benevolent, looking to turn the forces of fear against those who would aim to harm the innocent. Regardless of the intentions, clerics of the Fear Domain aim to bring about doubt and uncertainty in their foes.

Many of these clerics have been plagued with fears of their own for many years, looking to higher powers for salvation. They have found strength in their faith, using it to cast out any weakness within themselves. Whether this has motivated growth or caused a kind of dependence, these clerics often turn to their deity to cast out doubt within themselves.

Of the gods that fall within the domain, a great number are primal and ancient spirits. Voids, embodiments of entropy, and those of the darkness often strike terror into the hearts of creatures everywhere. Powerful entities lurk in the shadows, waiting for those that will carry on their pursuits in the material plane. As heralds of these forces, clerics of the Fear Domain must be wary of the influences these deities hold.

Fear Domain Spells

At 1st level, you gain access to domain spells associated with the Fear Domain. These spells are always prepared for you and do not count against the number of spells you can prepare each day.

Fear Domain Spells
Cleric Level Spells
1st cause fear, dissonant whispers
3rd darkness, invisibility
5th fear, nondetection
7th greater invisibility, phantasmal killer
9th hallow, mislead


Bonus Cantrip

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

Beyond Fear

Your deity is with you even in your darkest moments. You gain advantage on all saving throws against the frightened condition.

Channel Divinity: Deadly Doubts

Starting at 2nd level, you can use your Channel Divinity to cause the negative voices in an enemy's head to amplify.

When you roll necrotic or psychic damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Unnerving Slide

At 6th level, your enemies will always be watching their backs. As a bonus action, you can magically teleport up to 60 feet to an unoccupied space you can see that is in dim light or darkness. You must have line of sight to the destination.

You may use this feature a number of times equal to your proficiency bonus per long rest.

Bringing Terror

At 6th level, your mere presence causes discomfort and uncertainty. You gain proficiency on Intimidate checks if you do not have it already. In addition, you may add your Wisdom bonus instead of your Charisma bonus to any Intimidate (Charisma) checks you make.

Potent Spellcasting

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

Avatar of Fear

Starting at 17th level, the influence of your deity becomes too great for your foes to withstand. As a bonus action, you can summon an aura of fear with a 30-foot radius centered on yourself. All hostile creatures within the aura must make a Charisma saving throw or become frightened for 1 minute or until it takes damage. While frightened, the creature cowers, becoming prone and incapacitated. A creature that saves against this effect is immune to it for 24 hours. The aura lasts for 1 minute and extends around corners.

While the aura is active, you and all creatures of your choice within it cannot be frightened or charmed. You and all creatures of your choice have resistance to necrotic and psychic damage. In addition, if an ally is targeted with a ranged spell attack or ranged weapon attack from outside the aura, you may use a reaction to pose disadvantage on the attack.

Once you use this feature, you can't use it again until you finish a long rest.

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