Queller of Dark Arts Domain (5e Subclass)

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Queller Of Dark Arts Domain[edit]

Cleric Subclass

As a Queller Of Dark Arts, you believe that the advanced and powerful magic used by dark wizards and witches is an abomination that shouldn't be utilized or practised under any circumstance and you see it as your objective to seize it as a whole, gladly risking your own life in the process. Your distaste for the dark magic teachings of sorcerers and the magic gifted to warlocks by their patrons stretches so far that you must make an oath to never use any magic that is not directly provided as a gift by your god when learning of this domain.

The sole purpose of completely quelling and extirpating dark magic often clashes with your high moral and absolute hatred for hurting undeserving creatures. This can often bring about situations were you will go far and wide to convince a person that what they are doing is wrong, and you always do so with respect and decency at heart as you know it is the only way your enemy might listen. But not for one second do you let your guard down in the presence of a potential foe, and you will use the miracles provided by your god without hesitation if the situation calls for it.

You as a person can seem to others like a kind and charismatic companion, but the only person you'll let your enemies see is a stone cold killer. Were other creatures might see your ways of handling powerful enemies as brutal, cruel and almost animal like, all you see is an act of righteousness and a gift from your god to the people you love.

Expanded Spell List
Cleric Level Spells
1st command, detect magic
3rd silence, suggestion
5th counterspell, dispel magic
7th confusion, locate creature
9th circle of power, synaptic static
Bonus Proficiencies

When you choose this domain at 1st level, you gain a deep arcane knowledge. You become proficient in Arcana, if you weren't already.

You also gain proficiency with heavy armor.

Arcane Disruption

At 1st level, you learn how to interrupt a spell or magical effect. When a creature you can see within 60 feet use its action to cast a spell, make a spell attack or to teleport, you can use your reaction force it to make a Wisdom saving throw against your spell save DC. On a failed save, the teleport, attack or spell attack automatically fails and the ability used, if it has uses, is wasted.

You can use this ability a number of times equal to your Wisdom modifier, and regain your uses after finishing a long rest.

Channel Divinity: Protection Against Magic

At 2nd level, when you are in the area of a spell that causes damage, you can choose a number of creatures in the area up to your Wisdom modifier, and lift your holy symbol using your Channel Divinity as a reaction. The chosen creatures gain advantage on the saving throw against that spell and resistance to that instance of damage of that spell.

Channel Divinity: Antimagic Curse

Starting at 6th level, you gain the ability to bestow a powerful anti-magic curse on to one target of your choice within 30 feet. You raise your holy symbol and spend an use of your Channel Divinity as an Action.

When a creature is targeted with this feature, its connection to weave is temporarily broken, for the next minute. For the duration, whenever a creature attempts to cast a spell, or start its turn concentrating on a spell, it must succeed on a Charisma saving throw against your spell save DC. On a failure, the spell fails and the concentration is lost.

If the creature fails the save by 5 or more, it takes 1d8 psychic damage per level of the spell slot spent when casting the spell.

Purifying Strikes

At 8th level, whenever you deal damage to a creature with an attack or cantrip, that creature has disadvantage on its next spell attack or concentration check, and saving throws against the first spell it casts before the start of your next turn are made with advantage.

If the creature has one or more spell slots, you cause additional 1d8 psychic damage with your weapon attacks or cantrips, and force the creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature loses a spell slot of its lowest level, and takes an additional 1d8 psychic damage per level of the slot lost.

Anti-Magic Field

When you reach the 17th level, you can completely nullify one's ability to cast spells. You can cast the spell antimagic field, without spending any components or spell slots, using this feature. When you do so, the spell only lasts for 1 minute.

When you do so, you can't use it again until you finish a long rest.

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