Eldritch Domain

Welcome traveler! There are forces in the world that would drive most to madness - but you embrace the madness.

Eldritch Domain Spells

Cleric Level Spells 1st arms of Hadar, dissonant wispers 3rd crown of madness, detect thoughts 5th fear, hunger of Hadar 7th dimension door, phantasmal killer 9th Rary's telepathic bond, telekenesis

Eldritch Knowledge

At 1st level, you learn to speak, read, and write Deep Speech and one additional language of your choice. You also gain resistance to psychic damage.

Bonus Proficiency

Also at 1st level, you gain proficiency with martial weapons.

Project Nightmares

At 1st level, by spending 10 uninterrupted minutes in concentration you can cause all sleeping creatures within 120 feet of you to have nightmares. Their dreams are filled with terrifying visions of the Far Realm. Aberrations are immune to this effect. Once you use this feature, you can’t use it again until you finish a long rest.









Channel Divinity: Eldritch Defense

At 2nd level, as an action, you present your holy symbol, and cause one eldritch effect in a 15-foot radius around you. Roll a d4 to determine the effect:

d4 Effect 1 A spectral yellow eyeball the size of your head appears above you and stares down your enemies. Each enemy creature that can see you within range, are frightened of you until the end of your next turn. 2 A horrible disembodied cacophony of alien shrieks emanates from you in all directions. Each enemy creature that can hear you within range, has disadvantage on Wisdom saving throws and saving throws to maintain concentration until the end of your next turn. 3 Spectral tentacles erupt from you, grasping at enemy creatures within range. These tentacles turn the area around you into difficult terrain for your enemies. When an enemy creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or be restrained by the tentacles. The tentacles vanish at the end of your next turn. 4 Magical silence and magical darkness fill the area around you until the end of your next turn. You are immune to these effects.

Fortify Mind

At 6th level, when you or a creature that you can see within 30 feet of you makes a Wisdom saving throw you can use your reaction to add your Wisdom modifier to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Divine Strike

At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Herald of Madness

Starting at 17th level, as an action, one creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be afflicted with short-term madness (see DMG for Short-Term Madness). The target automatically succeeds its saving throw if it is an aberration. Once you use this feature, you can't use it again until you finish a long rest.