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!
|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.
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.
- 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.