Warhound Domain (5e Subclass)

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Aspect of Fenrir[edit]

Cleric Subclass In the cold, moonlit forests where shadows dance and whispers carry on the wind, there exists a bond as ancient as time itself - the bond between the faithful and the ever-watchful Fenrir, the Wolf God. Those who pledge themselves to Fenrir, the Aspect of the Hunt, find solace in the wild places of the world and draw upon the primal strength of the pack.


Aspect of Fenrir Spells
Spell Level Spells
1st hunter's mark, beast sense
3rd Moonbeam, find steed
5th Spirit Guardians, dispel magic
7th Guardian of Faith, mordenkainen's faithful hound
9th awaken, Summon Celestial
Moons Blessing

At 1st level you gain proficiency with one of the following skills of your choice: Nature, Animal Handling, Survival, Perception. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

In addition, you learn one of the following cantrips: druidcraft, friends, primal savagery and minor illusion. These spells are considered cleric spells for you, and you can choose from them whenever you learn a new cantrip.

Summon Spirit

Starting at 2nd level, you can use your Channel Divinity to summon a spirit. As an action, you present your holy symbol and speak a chant of summoning. You can call to your side a spirit that takes of form of any beast of CR ¼ or lower, or a pseudodragon. The creature appears within 30 feet of you and acts on your turn. It obeys your commands as best it can, but doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move with no action required. As an action, you can command it to take the Attack, Dash, Disengage, Dodge or Help action. When summoned the creature has temporary hitpoints equal to your equal to cleric level plus your wisdom modifier.when you cast a cleric spell, your Summoned spirit can deliver the spell as if it had cast the spell.You can dismiss this spirit anytime as an action.


The summoned spirit dissapears upon completing a long rest. At higher levels you can summon more powerful creatures. CR ½ at 2nd, 1 at 6th, 2 at 8th, 3 at 14th and 4 at 17th

Guardian Spirit

At 6th level, when a creature within 5 feet of your summoned spirit, whom you can see, takes damage from an attack roll or saving throw, you can use your reaction to command your spirit to intercept the damage instead. When your spirit takes damage due to this feature, you may reduce the damage it takes by rolling 1d8, then adding your cleric level and wisdom modifier to the result. If the summoned spirit's hit points are reduced to 0 as a result of using this feature, any remaining damage is dealt to the creature that was originally targeted. You can use this feature a number of times equal to your wisdom modifier per long rest.

Additionally, attacks made by your summoned spirit count as magical for overcoming resistances.

Divine strike

At 8th level, you gain the ability to infuse your summoned spirit with energy from the divine. Once on each of your turns when you or your summoned spirit hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target.

When you reach 14th level, the extra damage increases to 2d8.

Avatar Spirit

At 17th level, your divine powers and connection grow even stronger, and so does the capacity of the spirits you summon. Your summoned spirits gain resistance to bludgeoning, piercing, and slashing damage, as well as radiant and necrotic damage. They gain True Sight up to 60 feet, which you share while they are summoned, and a flying speed of 60 feet if they lack one. If the chosen beast already possesses a flying speed, it is increased to 60 feet unless already higher. Finally, your spirit can also manifest one size larger than the chosen beast's size.


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