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CANTRIPS

Toll The Dead

Thaumatergy

Minor Illusion

LEVEL ONE
Cause Fear

False Life

LEVEL TWO
Command

Hold Person

LEVEL THREE
Fear

Dissonant Whispers

Crown Of Madness

LEVEL FOUR
Death Ward

LEVEL FIVE
Animate Dead

Vampiric Touch

Dream

LEVEL SIX
Anti-Life Shell

Shadow Of Moil

LEVEL SEVEN
Blight

Death Ward

LEVEL NINE
Cloudkill

Phantasmal Killer

SCARY BEYOND ALL REASON 1st level


Any time you are noticed by an entity capable of speaking at least one language, they must
make a wisdom saving throw (DC 8). On a failed save they will be startled (to varying degrees)
by you, as though you snuck up on them.

In combat, creatures within thirty feet of you (who can see you) must make a wisdom saving
throw during your first turn of the encounter (DC 8). On a failed save they become Shaken
(consult fear stages) for the duration of the first round.

You can use this ability a number of times equal to your Wisdom modifier (a minimum of
once) and regain all expended uses when you finish a long rest.

At higher levels, raise the wisdom save DC by your Cleric level minus one. At level eight,
enemies become panicked rather than shaken.

You have advantage on all saving throws for fear effects enemies use against you.

FINAL GIRL 3rd level


When you begin a combat encounter with multiple allies and all but you are incapacitated (Sleeping,
Zero hitpoints, largely at DM discretion), the following effects apply until the end of the encounter:

You gain temporary hitpoints equal to your cleric level. If you are reduced to zero hitpoints, you may use
your reaction to make a single melee or first level spell attack before you fall. All death saving throws are
made with advantage.

Can be used once per long rest.

JUMPSCARE 8th level


If an enemy turns to flee from you as the result of a fear effect, have it make a wisdom saving throw. On
a failed save you may instantly move into an empty space up to six feet directly in front of or behind the
creature and make an attack of opportunity. Rolls made against the creature's AC are made with
disadvantage. Add 1d4 necrotic damage.

If the creature succeeds their initial wisdom saving throw, you will perform an attack of opportunity
without being transported. Subtract 1d4 from the damage total against the creature.

You may use this once per long rest.

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