Cleric Death Domain Variant

The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).

Death Domain Spells
Cleric Level Spells
1st false life, cause fear
3rd blindness/deafness, ray of enfeeblement
5th animate dead, vampiric touch
7th blight, find greater steed
9th antilife shell, negative energy flood

Bonus Proficiency

At 1st level, you gain proficiency with martial weapons.

Reaper

At 1st level, you learn one necromancy cantrip of your choice from any spell list. In addition, once per turn when you kill one or more creatures within 30 feet of you, you can use your reaction to collect it's soul. All souls dissapear when you finish a long rest.

You can use a soul once in one of the following ways:

  • You weapon attacks deal additional necrotic damage equal to the number of souls you have obtained. You regain a number of hit points equal to the necrotic damage dealt this way.
  • Whenever you fail an ability check, you can choose to consume the soul and reroll the d20, you must use the new roll.

You can collect souls this way a number of times equal to your proficiency bonus, and you regain all expended uses whenever you finish a long rest.

Channel Divinity: Touch of Death

Starting at 2nd level, you can use your Channel Divinity to destroy another creature’s life force by touch.

When you hit a creature with a melee attack, you can use your Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your cleric level.

Inescapable Death

Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cleric spells, cleric features, and Channel Divinity options ignores resistance to necrotic damage.

In addition, you can target a collected soul from your reaper feature for a necromancy spell instead if it requires you to target a pile of bones or a corpse.

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.

Scar of Necrosis

At 17th level, you have gained the ability to invoke the power of death in a lasting mark of pain. When you hit a creature with an attack you can choose to invoke the scar of necrosis. The creature has to succeed on a constitution saving throw, or be effected by the scar. Once you use this feature you can't use it again until you finish a long rest.

The following effects will apply when a creature is affected by the scar:

  • The creature has vulnerability against necrotic damage.
  • The creature takes 1d8 necrotic damage at the start of each of it's turns.
  • A humanoid killed while it is scarred rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

A creature affected by this feature makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer affected.

Credit:

Wizards of the Coast: https://company.wizards.com/en

Carmen Sinek: https://www.deviantart.com/carmensinek

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