Dread Domain

Gods of Dread, are the bringer of Terror, Paranoia, and Madness. To most beings, these deities count as evil entities that feast on the bad luck and misery of others, and while most of them are evil gods, some are not evil, but bring fear as a natural emotion and as a test upon the mortals. Deities of Dread, include the twin brothers Deimos and Phobos, Ralishaz, The Fury, and The Cults of the Dragon below. Clerics that follow these gods are either scary figures, who let others suffer in Terror and Paranoia, bringing them to madness or priests who preach, that only through true terror one can find oneself.

Dread Domain Features

Cleric Level Feature 1st Domain Spells, Bonus Proficiencies, Infuse Fear 2nd Channel Divinity: Maddening Strike 6th Channel Divinity: Dread´s Curse e 8th Divine Strike(1d8) 14th Divine Strike(2d8) 17th Chosen of the Dread

Domain Spells

You gain domain spells, at the cleric levels listed in the Dread Domain Spells table. See the Divine Domain class feature for how domain spells work.

Dread Domain Spells

Cleric Level Spells 1st Tasha´s Hideous Laughter, Hex 3rd Crown of Madness, Darkness 5th Bestow Curse, Fear 7th Confusion, Phantasmal Killer 9th Synaptic static, Enervation

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Intimidation skill and in martial weapons.

Infuse Fear

At 1st level, you gain the ability to infuse the mind of a Creature with deep Fear. As a bonus action, you can choose a creature in 10 feet of you, that you can see. The Creature must make a Wisdom saving throw against your cleric spell save DC. On a failed save, the creature takes 1d6 psychic Damage and is frightened by you for 1 minute. On a success, the creature takes half the damage and has disadvantage on the next attack roll. At the start of their turn, a frightened creature can make a Wisdom saving throw. On a success, they are no longer frightened.

You can use this feature a number of times, equal to your wisdom modifier. When you finish a long rest, you regain all expended uses.

Channel Divinity: Maddening Strike

Starting at 2nd level, you can use your Channel Divinity to fuel your strike with the maddening powers of your God. When you hit a creature with a weapon attack, you can cause the creature to make a Wisdom saving throw, against your cleric spell save DC. On a failed save, the creature takes 2d6 Psychic damage and is frightened for 1 minute. On a Succes, they take only half the damage and have a disadvantage on their next saving throw.

At the start of their turn, a frightened creature can make a Wisdom saving throw. On a success, they are no longer frightened.

Undead and Constructs automatically succeed on the saving throw.

A frightened creature fails the saving throw automatically and is paralyzed for 1+ your wisdom modifier rounds.

Channel Divinity: Dread´s Curse

Starting at 6th level, when you inflict the frightened condition on a creature, you can use your reaction to curse the creature for 1 minute.

Until the curse ends, whenever the creature misses with a spell attack or weapon attack or fails a saving throw, except a saving throw to end the frightened condition, it becomes paralyzed until the start of their next turn.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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. When you reach 14th level, the extra damage increases to 2d8.

Chosen of the Dread

At 17th level, you gain resistance to psychic Damage and immunity against being frightened. Also, once on each of your turns, when you hit a frightened creature with a weapon attack you regain hit points equal to the damage dealt.