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Apocalypse Domain

Gods with the Apocalypse domain—such as Veles or the White Goddess—promote fear, judgment, punishment, and the end of all things. Their priesthoods often consider themselves the messengers of that doom, and they work to spread word of the coming end. Their gloomy, often frightening message makes them unwelcome in many—but not all—civilized places.

Apocalypse Domain Spells
Cleric Level Spells
1 dissonant whispers, hellish rebuke
3 enthrallmagic mouth
5 fearstinking cloud
7 blightphantasmal killer
9 contact other planetelekinesis

Ranting Ruin

At 1st level, you learn the vicious mockery cantrip. You also gain proficiency in either Arcana or Survival (your choice), and you learn one of the following languages: Ankeshelian, Caelmaran, Enochian, or Vos’ghaen.

Channel Divinity: Damnation

Starting at 2nd level, you can use your Channel Divinity to lash out at those who defy your deity’s messenger. As an action, you present your holy symbol while pronouncing doom to unbelievers. Each hostile creature that can see you and is within 30 feet of you takes 3d6 + your cleric level necrotic damage, or half damage with a successful Wisdom saving throw. A creature that has total cover from you is not affected.

Channel Divinity: Weight of Guilt

At 6th level, you can use your Channel Divinity to manipulate a creature’s thoughts. You can then use your access to the creature’s mind as leverage to interrogate it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the saving throw is successful, you can’t use this feature on it again until you finish a long rest. If the saving throw fails, you can bring the creature’s guiltiest knowledge to the surface of its mind and fill it with fear that it will confess that knowledge. You get no hints to what this knowledge is. The effect lasts 1 minute, during which you can use your action to cast zone of truth on the creature without expending a spell slot. Only the target of weight of guilt is affected by the spell, and that target’s saving throw against the spell fails automatically.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with necrotic 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.

Herald of the Apocalypse

At 17th level, you gain resistance to acid, fire, and poison damage.

Section 15: Copyright Notice

Midgard Heroes Handbook © 2018 Open Design LLC; Authors: Chris Harris, Dan Dillon, Greg Marks, Jon Sawatsky, Michael Ohl, Richard Green, Rich Howard, Scott Carter, Shawn Merwin, and Wolfgang Baur.

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