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The Death domain is associated with life-interrupting energies and with magic that causes death directly, siphons life, or allows one to animate, control, and augment the undead.

Death Domain Spells
Cleric Level Spells
1st animate undead minion*, inflict wounds
3rd bleeding sickness*, ray of enfeeblement
5th animate dead, vampiric touch
7th blight, inflict susceptibility*
9th aura of death*, antilife shell

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.

Disciple of Death

Also at 1st level, you learn the chill touch cantrip. It counts as a cleric cantrip for you and does not count against your number of cantrips known.

Channel Divinity: Compel Undead

Starting at 2nd level, you can use your Channel Divinity to control the undead. You suggest a course of activity (limited to a sentence or two) and magically influence an undead creature you can see within 30 feet of you that can see and hear you. The compulsion must be worded in such a manner as to make the course of action sound reasonable. Asking the target to pour acid on itself, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Charisma saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to 24 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a ghoul kill but not eat the next armored humanoid it sees. If the condition isn’t met before the spell expires, the activity isn’t performed.

If you or any of your companions damage the target, the spell ends. When this effect ends, if the undead has an Intelligence score of 8 or higher, it knows it was compelled by you.

Channel Divinity: Bolster Undead

At 6th level, you can use your Channel Divinity to heal the undead. As an action, you present your holy symbol and summon a burst of negative energy that can restore a number of hit points equal to five times your cleric level. Choose any undead creatures within 30 feet of you, and divide those hit points among them. This feature can restore an undead creature to no more than half of its hit point maximum.

Divine Strike

At 8th level, you gain the ability to infuse your weapon attacks with harmful negative 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Death’s Master

Starting at 17th level, you learn the finger of death spell. It counts as a cleric spell for you. You always have it prepared, and it doesn’t count against the number of spells you can prepare each day. When you cast finger of death, you may add your Wisdom modifier to the necrotic damage you deal. You apply this extra damage after the target makes its saving throw. When you kill a humanoid using finger of death, it rises under your command as any appropriate type of undead up to CR 4 that you choose, rather than rising as a mere zombie.

Section 15: Copyright Notice

Scarred Lands Player’s Guide © 2016 Onyx Path Publishing Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam Eichelberger, Alain Giorla, Nathan Knaack, Chris Sims, Eddy Webb