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Cleric : Doom Domain

Doom Domain
The Doomsayers wander from towns to towns,
calling the misfortunes and divine punishments
awaiting their inhabitants as an answer to their
sins. Vermins, insect swarms, cataclysms... They are
the messengers of the gods, here to share their last
warnings to the misbelievers before they unleash
their wrath on them.
Art Credit : Wizards of the Coast

Cleric Domain Channel Divinity : Baleful Destiny


Starting at 2nd level, you can use your Channel Divinity to
curse the destiny of a creature you can see. As an action,
Doom Domain Spells point to a creature you see within 60 feet of you. For the next
Cleric Level Spells 10 minutes, every attack roll made against that creature is
1st Bane, Cause Fear considered a critical hit on a 18, a 19 or a 20.
3rd Augur, Flock of Familiars Doom
5th Bestow Curse, Fear Starting at 6th level, when a creature you can see or hear
within 30 feet of you should roll a die (for an attack roll, a
7th Blight, Elemental Bane damage roll, an ability check etc.), you can use your reaction
9th Contagion, Insect Plague to choose that the result of that roll is a 1. You must use this
feature before the roll is made. Once you have used this
Gods' Warning feature, you can't use it again before you finish a long rest.
When you choose this domain at 1st level, you gain At 17th level, you can use this feature twice and you regain all
proficiency in the Intimidation skill, and you gain the expended uses when you finish a long rest.
Infestation cantrip. For you, this cantrip counts as cleric
cantrip. Potent Spellcasting
Beginning at 8th level, you add your Wisdom modifier to the
Ill Omen damage you deal with any cleric cantrip.
Beginning at 1st level, when you target creatures with a spell,
you can choose to also predict bad news to those targets. Apocalypse
When you do so, whenever they make an attack roll, an ability Starting at 17th level, you can call the apocalypse on the
check or a saving throw before the start of your next turn, misbelievers. When you use your Divine Intervention feature
they must roll a d4 and subtract the number rolled from the and ask your deity for the effect of the Earthquake, Tsunami
attack roll, ability check or saving throw. or Meteor Swarm spell, it automatically succeeds.
You can use this feature a number of times equal to your At 20th level, you can use your Divine Intervention after a
proficiency bonus, and you regain all expended uses when long rest, instead of having to wait for 7 days, when you use it
you finish a long rest. to call for the apocalypse.
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by LeRoiDeCarreau
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