Sanctification Domain (5e Subclass)
Cleric Subclass
A tall, shining figure, encased in silvery armor, steps boldly into a crypt. The undead rise out of their coffins and cower at the light emitting from her.
A priest brushes the wood shavings off of his vestments, fresh from a newly-carved stake. He dampens it lightly with holy water and sets it on a table to dry, quickly grabbing another sturdy plank of wood to repeat the process.
Clerics of the Sanctification domain are wholly opposed to the presence of the undead and have dedicated themselves to combating it proactively. They typically devote themselves to gods of life, serving them by cleansing the world of these abominations.
Sanctification Domain Spells[edit]
Cleric Level | Spells |
---|---|
1st | hunter's mark, disguise self |
3rd | counterspell, daylight |
5th | immolation, conjure volley |
7th | fire storm, forcecage |
9th | imprisonment, foresight |
Equipment[edit]
In addition to normal starting cleric equipment, you start with 1 wooden stake and 50 wooden crossbow bolts.
Hunter[edit]
Starting at 1st level, you gain proficiency with all crossbows and wooden stakes. In addition to this, you can cast Detect Undead for no cost, once per long rest.
Sworn Slayer[edit]
Also at 1st level, you have advantage on attacks against the undead.
Channel Divinity: Holy Water[edit]
Starting at 2nd level, you can take one action to create a flask of holy water simply by blessing plain water. Unlike the usual ritual, it does not cost a spell slot or use material components. You can use this feature an amount of times equal to your Wisdom modifier, regaining all expended uses upon completion of a long rest.
Warding Glare[edit]
Starting at 6th level, your very presence begins to stand as a barrier to the undead. Undead creatures now have disadvantage to hit, and become frightened on a failed attack roll.
True Hunter[edit]
Starting at 8th level, you are constantly under the effects of Detect Undead, without having to cast it. In addition to this, you have advantage on all attack rolls with wooden stakes or holy water.
Improved Warding Glare[edit]
Starting at 17th level, your Warding Glare deals 2d8 damage to undead attackers that fail an attack roll. Additionally, as a bonus action you can cast your gaze upon any undead, presenting your holy symbol, and frighten them on a failed Wisdom save. You can use this feature an amount of times equivalent to your Wisdom modifier, regaining all expended uses upon completion of a long rest.
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