Dark Dominion

A Cleric Domain of endings with a Spell Divinity strike, necrotic damage that ignores resistance, a mark that worsens necrotic damage to its target and a death-avatar form.

Identity

The Dark Dominion is the working priesthood of the Ebon Creed, and clergy outside the Creed now use the name too. Dominion clergy hold endings as their jurisdiction: the executioner's chaplain, the plague-ward priest who signs the last order, the syndicate funeral celebrant who knows which mourner paid for the coffin. Their theology holds that an ending administered properly is a service rendered.

Features

  • L3 Necrotic Training

    Domain Spells. You always have the following spells prepared, and they do not count against the number of spells you can prepare each day: Cantrips: Grasp, Pebble 1st level: Shear 2nd level: Spire 5th level: Boulder 6th level: Feedback You can cast each one once you can cast spells of its level. Reaper's Tools. You gain proficiency with martial weapons. You also learn one Ether Channel cantrip of your choice. When you cast that cantrip and it deals damage, the damage type becomes necrotic. If the cantrip normally targets one creature, you can also target a second creature within 5 feet of the first, making one combined attack roll for both at disadvantage. Spell Divinity: Touch of Death. When you hit a creature with a melee attack, you can expend one use of Spell Divinity to deal an extra 3d8 + your Cleric level necrotic damage to the target. This damage ignores resistance to necrotic damage from non-magical sources.

  • L7 Inescapable Destruction

    The necrotic damage you deal with Cleric spells, cantrips and Spell Divinity options ignores resistance to necrotic damage. A creature immune to necrotic damage takes half of that damage instead of none. Weapon damage and damage from items are unaffected.

  • L11 Spell Divinity: Mark of Mortality

    As an action, you mark one creature you can see within 60 feet with the Reaper's sigil. The creature must make a Constitution saving throw against your spell save DC. On a failure, it takes 6d8 necrotic damage and is marked for 1 minute or until you mark another target. On a success, it takes half as much damage and is not marked. While a creature is marked, it has disadvantage on saving throws against necrotic damage from any source, and each time it takes necrotic damage it loses additional hit points equal to your Cleric level. This loss is not separate damage and cannot be resisted.

  • L15 Divine Strike

    Once on each of your turns, when you hit a creature with a melee weapon attack, you can deal an extra 2d8 necrotic damage. The extra damage increases to 3d8 at Cleric level 18. It is part of the weapon attack's damage and not a separate effect.

  • L18 Avatar of Death Capstone

    Once per long rest, as a bonus action, you assume the Reaper-Avatar Form for 1 minute. While in this form, each hostile creature that starts or ends its turn within 10 feet of you takes 2d6 necrotic damage, with no save. When you reduce a hostile creature to 0 hit points with a spell or melee attack, you regain hit points equal to half the damage dealt by that final blow (minimum 1), up to your hit point maximum. You have resistance to necrotic and poison damage, and you cannot be Frightened or Charmed. The form ends early if you fall Unconscious or end it as a free action.