Ash Domain

Ash Domain

1st-level Ash Domain feature

(From Setting Document)

Clerics of the Ash Domain venerate entropy, decay, and the inevitability of endings. They may serve the Old Ones, forgotten gods of death, or simply the philosophical concept that all things must end. In the Ashen Veil, where the world itself is slowly dying, these clerics find purpose. They are funeral priests, plague doctors, and walkers between life and death.

Domain Spells

You gain domain spells at the cleric levels listed in the Ash Domain Spells table. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

Cleric Level Spells
1st bane, fog cloud
3rd blindness/deafness, silence
5th animate dead, feign death
7th blight, death ward
9th cloudkill, contagion

Bonus Proficiency

At 1st level, you gain proficiency with heavy armor.

Touch of Decay

At 1st level, you can channel necrotic energy through your touch. When you hit a creature with a melee attack, you can deal an extra 1d8 necrotic damage to the target. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

The extra damage increases when you reach certain levels in this class: to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Channel Divinity: Ash Shroud

At 2nd level, you can use your Channel Divinity to summon a cloud of choking ash. As an action, you present your holy symbol and create a 20-foot-radius sphere of ash centered on you. The sphere spreads around corners, and its area is heavily obscured. The sphere lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Creatures other than you that enter the ash for the first time on a turn or start their turn there must succeed on a Constitution saving throw or be poisoned until the start of their next turn. The sphere moves with you, remaining centered on you.

Entropy's Embrace

At 6th level, you gain resistance to necrotic damage. Additionally, when you deal necrotic damage to a creature, you regain hit points equal to half the necrotic damage dealt (rounded down). You can regain hit points in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Potent Spellcasting

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

Inevitable End

At 17th level, you embody the finality of death itself. When you reduce a creature to 0 hit points with an attack or spell, you can choose to kill it instantly (no death saving throws) and raise it as a specter under your control (as per the create undead spell, but requiring no material components). The specter remains under your control for 24 hours, after which it dissipates.

Additionally, you have immunity to necrotic damage and can't be killed outright by massive damage—you always make death saving throws, even if the damage would normally kill you instantly.


Features

Domain Spells
Bonus Proficiency
Touch of Decay