Abyssal Domain

The Abyssal Domain is a domain of death, suffering, anguish, and corruption meshed to one. As the name implies, this domain is for clerics and other worshipers of the Abyss and it's evil nature.

Some Seek to contain the Abyss and it's corruption, and others seek to unleash the deneziens within to the mortal realm. Clerics of the Abyss domain are largely chaotic evil, or in some cases chaotic neutral. Very rarely is a Cleric of the Abyssal domain Lawful Good, or Neutral, unless they wish to contain the Abyss.

Abyssal Domain Spells

Cleric Level Spells 1st dissonant whispers, Arms of Hadar 3rd mind spike, phantasmal force 5th Hunger of Hadar, fear 7th vitriolic sphere, phantasmal killer 9th cloudkill, immolation

Bonus Proficencies

Upon choosing this domain you gain proficiency with martial weapons, and heavy armor (if you do not already have it).

Touch of the Abyss

Picking this domain at 1st level, you have grown fond of the Abyss, and the comfort of it's eerie dread. But most importantly, you are able to use this to your advantage. As an action, you can channel the horrors of the Abyss on a creature you can see within 30 feet.

The creature must make a Wisdom saving throw equal to your spell save DC. A creature that fails this save is frightened of you untill they succeed on the saving throw at the end of their turn. Creatures that are native to the Abyss automatically succeed on this saving throw.

A creature that succeeds on the saving throw is immune to the cleric's ability for the next 24 hours. This ability may only be used once per short or long rest.

Channel Divinity: Abyssal Corruption

Beginning at 2nd level you channel the dark, corrupting energy of the Abyss and weaponize to your advantage. As an action, when you invoke the Abyss's corrupting touch, you gain the following benefits for the next minute:

You imbue your weapon with Abyssal energy, all your melee weapon attacks deal an additional 1d8 necrotic damage.

Your AC increases by your wisdom modifier (minimum of 1), and have advantage on intimadtion checks, as well as saving throws against being frightened. This feature cannot be used in tandem with any bonus you would get from unarmored defense. You must choose one or the other, not both.

As a bonus action, you can cause any shadows, or non magical darkness to lash out at the creatures enveloped by it. Make a melee spell attack, if the attack hits, you deal 2d10 necrotic damage + your wisdom modifier.

You may only use these features a number times equal to your wisdom modifier. After which you regan this ability at the end of a long rest.

Corrupting Presence

Starting at 6th level, the Abyss's corruption has left it's mark on you to the point where it bolsters your physical defenses. You gain resistance to necrotic damage, and your max hit points cannot be reduced.

Additionally, as an action you can call upon the Horripliations of the Abyss, and force all hostile creatures that can see you to make a charisma saving throw. on a failed save the creature suffers 1d6 necrotic damage, and becomes dominated by you. The dominated creature is considered frighted by you, and will do anything you command it to, but cannot take a hostile action against itself. Otherwise it will act on it's own, and can attempt to break the hold.

The creature can repeat the saving throw at the start of it's turn if it has line of sight on you. Everytime the creature fails the save it suffers an additional 1d6 necrotic damage. A creature can avert it's eyes to automatically succeed on the saving thorw. Any time it makes eye contanct with you again, it must repeat the saving throw. You may only use this once per long or short rest.

Power of the Abyss

From 8th level and on, you can channel the might of the Abyss, and the demon lords. As an action, you can call on the power of the demon lords to aid you in battle, bolstering your defenses. You gain temporary hit points equal to five times your wisdom modifier (minimum of 1), and you can add your wisdom modifer to attack rolls, and damage.

You can also attempt to corrupt an inidvidual creature and enthrall it to your service. The creature makes a charisma save, DC equal to your spell save, on a failed save the creature becomes dominated by you for 24 hours. The creature considers you it's uncontested master, and itself a humble servent. The creature will follow every command you give it, aside from hostile actions against itself. You may only use this once per long rest.

Avatar of the Abyss

At 17th level, you have become renouned individual well adversed in the darkness of the Abyss and the corruption that has rooted itself across the multi-verse. You know all of the dark lore surrounding the Abyss, and the power it can give you. You also get pledge yourself to one of the major Demon Lords of the Abyss, who will grant you a boon: