Divine Domains
Dread
The Dread domain is concerned with darkness and fear, as well as the negative energy that gives rise to undead creatures. Deities of the dread domain are patrons of undead creatures, necromancers, and liches.
Dread Domain Spells
Reaper
When you choose this domain at 3rd level, you can channel the dying breath of creatures to magically restore hit points to your allies.
When a creature within 30 feet of you is reduced to 0 hit points, you can use a reaction to restore hit points to yourself or another creature within range. The target regains a number of hit points equal to your Wisdom modifier. If the creature receiving these hit points is undead, it instead regains double your Wisdom modifier hit points.
You cannot use this feature if the triggering creature is undead or construct. If the triggering creature is making death saving throws on following turns, it makes them with disadvantage and cannot be magically healed until it is restored to 1 or more hit points in another way.
Channel Divinity: Dread of Night
Beginning at 6th level, you can instil the fear of darkness in enemies. As an action, lights flicker in a 15-foot radius centred on you. A number of creatures up to your Wisdom modifier within this area must make a Wisdom saving throw or become frightened for 1 minute. While frightened, affected creatures also take psychic damage equal to your wisdom modifier + half your cleric level (rounded down) at the start of their turns. A creature can repeat the saving throw at the end of their turns, ending the effect on themselves on a success.
Umbral Resistance
At 10th level, reflecting your embrace of the dark energies of fear and dread, you gain resistance to necrotic, psychic, and radiant damage for up to a minute when you use your channel divinity.
Dreadful Despair
Starting at 14th level, you can unleash a wave of dread that saps the will to fight in your enemies. As an action, you can present your holy symbol, and a palpable aura of hopelessness radiates from you in a 30-foot radius. Creatures of your choice within this area must make a Wisdom saving throw or be incapacitated by overwhelming despair for 1 minute. A creature that is immune to the frightened condition is immune to this effect.
At the end of each of their turns, affected creatures can make another Wisdom saving throw to end the incapacitated condition. On a successful save, the creature becomes frightened for the remaining duration but is no longer incapacitated. A frightened creature can repeat the Wisdom saving throw at the end of its subsequent turns, ending the frightened condition on a successful saving throw. Either condition also ends if the target takes any damage.
Once you use this feature, you can't use it again until you finish a long rest.
Cleric Level |
Spells |
1 |
cause fear,
dark tendrils |
3 |
blindness/deafness, ray of enfeeblement |
5 |
animate dead,
fear |
7 |
death ward, summon undead spirits |
9 |
animate
monster, negative energy flood |