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Elder Sign

The Elder Sign domain represents a deity’s recognition of the dark powers looming beyond the known realities and of forces beyond the known planes of existence. Most clerics who use the Elder Sign domain belong to obscure sects or tenuously connected orders, mistrusted or outright persecuted by the main body of a religion. Elder Sign priests discover terrible lore and must ask themselves whether preserving that lore is worth risking the dangers inherent in such endeavors. As a cleric with the Elder Sign domain you can invoke the ancient Elder Sign to ward off the Outer Gods and their servants.

Elder Sign Domain Spells
Cleric Level Spells
1st comprehend languages, identify
3rd detect thoughts, shatter
5th Elder Sign, nondetection
7th banishment, private sanctum
9th dispel evil and good, modify memory

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in your choice of two skills: Arcana, History, or Yog-Sothothery.

Textual Expertise

Starting at 1st level, you gain insight regarding magic traps, spellbooks, Mythos texts (see Chapter 5), and spells that create glyphs, signs, symbols, or other magical writing. You add twice your proficiency bonus instead of your normal proficiency bonus on Intelligence (Arcana) and Wisdom (Yog-Sothothery) checks to notice, identify, or research magic traps and texts if you are proficient with those skills.

Channel Divinity: Detect Otherworldly Influence

Starting at 2nd level, you can use your Channel Divinity to locate eldritch dangers and knowledge.

As an action, you present your holy symbol and call upon your deity’s wisdom to expand your senses in your immediate vicinity. For the next 10 minutes, you know if there is an aberration, celestial, elemental, fey, fiend, monstrosity, or undead within 30 feet of you and which types are present (although not how many or where they are).

You also know if there is a Mythos text or Elder Influence within range. As an action during the duration, you can concentrate on a creature you can see to learn which of those types it is, if any.

Channel Divinity: Forbid Knowledge

Starting at 6th level, you can use your Channel Divinity to erase dangerous knowledge.

As an action, you present your holy symbol and evoke scouring divine energy to destroy all copies of a chosen piece of information in a 20-foot cube adjacent to you.

Within the area, brief nonmagical records of the information become blank without affecting surrounding text.

Detailed nonmagical records turn to ash. Magical records aren’t affected. Any creature who knows the information must succeed on an Intelligence saving throw against your spell save DC or forget the information until greater restoration, remove curse, or similar magic is cast upon the creature. On a failed save, the creature can make one new saving throw to recall the information when it next finishes a long rest, but if it fails again, the information remains forgotten indefinitely. If forgotten knowledge caused dread or insanity (as described in Chapter 4), those conditions have no effect on the creature until the forgotten knowledge is recalled. If pressed on the topic, the creature is aware it is forgetting something; the creature does not know the exact nature of the information or that you erased the memory.

Unmaking Spells

At 8th level, your spells become more potent. Whenever you cast a spell that deals damage, you deal an additional 1d6 force damage to one target. At 14th level, this damage increases to 2d6. You can only deal this additional damage once per turn.

Additionally, if you cast dispel magic and must make an ability check for the spell to succeed, you have advantage on the check if you are targeting a magic trap, a spell that created magical writing, or a spell cast by an aberration, celestial, elemental, fey, fiend, or undead.

Channel Divinity: Seal the Immortal

Starting at 17th level, you can use your Channel Divinity to permanently seal away evils that can’t be destroyed.

As an action, you present your holy symbol and divine energy strikes a creature (or Elder Influence) or artifact you choose within 5 feet. If you target a creature (or Elder Influence), it must succeed on a Constitution saving throw against your spell save DC or it loses all damage resistances and damage immunities until the start of your next turn. It can’t regain hit points or gain temporary hit points during that time. If you target a creature with no more than 1 hit point, an Elder Influence with no more than 75 hit points, or an artifact, you can choose to make a Wisdom check against the save DC of the target’s most powerful ability (or 20, if it requires no saving throws). On a success, you seal away the target in a manner similar to the imprisonment spell, regardless of any immunity it might have. This imprisonment lasts until dispelled, similar to the spell of the same name.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.