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Death Domain (3pp)

The Gods of death acknowledge that the end of all mortal existence must be death. They shepherd souls to the next state and can deal out death to the enemies of the faithful. Clerics who follow an entire pantheon in which at least one god includes this domain may take this as their own divine domain.

Table: Death Domain Spells
Cleric Level Spells
1st false life, inflict wounds
3rd blindness/deafness, ray of enfeeblement
5th bestow curse, speak with dead
7th blight, death ward
9th contagion, reincarnate

Bonus Cantrip

At 1st level, you gain the chill touch cantrip if you don’t already have it. You also gain proficiency in arcana.

Channel Divinity: Cloak of Night

Starting at 2nd level, you can use your Channel Divinity to extinguish all magical and non-magical light sources in a 30-ft. radius. Each hostile creature in the zone of darkness must make a Constitution saving throw. A creature takes 2d10+ your cleric level on a failed saving throw, and half as much damage on a successful one.

Death’s Door

At 6th level, when a party member drops below 0 hit points, all party members gain advantage on their next saving throw. There is no effect on party members who already have advantage on their next saving throw.

Potent Spellcasting

Starting at 8th level, add your Wisdom modifier to the damage you deal with any cantrip.

Siphon Life

Once you reach 17th level, you may use your Channel Divinity once per encounter to siphon life.

Using one action, invoke the wrath of your deity against one creature in a 60-ft. range. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save, or half as much damage on a successful one. You may then use the damage total as a healing spell, dispensing the hit points to yourself and/or to allies within 60 ft. in any order and amount.

Section 15: Copyright Notice

Gods and Icons, Copyright 2016, Dread Unicorn Games; Authors: John WS Marvin, Vanessa Rose Phin, Connor W. Marvin.