Aberrance

The domain of Aberrance is related to everything that disturbs, unsettles, and surprises. It embodies entropy, dissymmetry, and chance. A good number of this domain’s clerics take particular pride and enjoyment in beating the odds, punishing excesses of confidence, and achieving unhoped-for success at a crucial moment. Others have learned to accept the random nature of existence, drawing from this realization the quintessence of what makes them feared, respected individuals. And others encourage a fascination for the monstrous and the grotesque, which they regard as sacred attributes. Clerics of this domain are often found among armies, where most of their strategy is based on terror.

Aberrance Domain Spells
Cleric Level Spells
1st false life, inflict wounds
3rd blindness/deafness, ray of enfeeblement
5th bestow curse, vampiric touch
7th blight, confusion
9th contagion, dominate person

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Deception and Intimidation skills, as well as with heavy armor.

Capricious Aura

Also at 1st level, your disturbing presence can unsettle your enemies, catch them by surprise, or leave them vulnerable. When you finish a long rest, roll a d6 to know what aura you can conjure. 1-2: Intimidating Aura; 3-4: Swift Aura; 5-6: Overpowering Aura. You can use your aura a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

  • Intimidating Aura. When a creature makes an attack against you, you can use your reaction to give it disadvantage on its attack roll.
  • Swift Aura. You can only use this aura when you roll initiative and are not surprised. It requires no action. For the duration of the first round, you and all allies within 20 feet of you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet.
  • Overpowering Aura. When you make a weapon or spell attack, you can use a bonus action to gain advantage on the attack roll.

Channel Divinity: Cheat Death

Starting at 2nd level, whenever you or a willing creature that you can see are reduced to 0 hit points, you can use your reaction to make them very briefly phase through the Ether. Provided the source of the damage does not come from the Ethereal Plane, the target of this feature takes no damage or any other effects from the attack.

Then, they immediately return to their initial plane and position, without any consequence on their place in the initiative order. Every time you use Cheat Death, you take a level of exhaustion.

Channel Divinity: Cruel Mercy

Beginning at 6th level, whenever you bring a creature to 0 hit points, you can use your reaction to cancel the damage you just dealt it and instead make it your pawn. For a number of rounds equal to your Wisdom modifier and as long as the creature can see you, it is under your control: apply the effects of a dominate monster spell, with the difference that you do not need to concentrate on it and the creature does not make a saving throw every time it takes damage.

When the effect ends, the creature becomes hostile toward you.

Stupefying Strike

Starting at 8th level, you gain the ability to infuse your weapon strikes with a mind-altering effect.

Whenever you make a successful weapon attack on your turn, you can use a bonus action to make a Stupefying Strike. The target of your attack must make a Wisdom saving throw or be disoriented until the end of its next turn. The effects of the disorientation are equivalent to a confusion spell, except that you do not need to concentrate on it. When you reach 14th level, the creature must make a saving throw at the end of each of its turns to end this effect. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Terrifying Presence

When you reach 17th level, your presence is so unnerving that it can frighten those around you. As an action, you exude an aura of terror within 60 feet.

For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be frightened until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

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

Section 15: Copyright Notice

Fateforge Role-Playing Game Adventurers Core Rulebook Copyright © 2019 Studio Agate Joëlle ‘Iris’ Deschamp