Death Domain Cleric 5e Dmg Page



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Ooze Domain[edit]

Death

Gods who reside in the Paraelemental Plane of Ooze, or have their origins there, govern slimy creatures, swampy and muddy lands, semi-solids, and all that is amorphous. As many slimes and jellies are corrosive, clerics of this domain also have some power over acids.

In the Forgotten Realms setting, Ghaunadaur is the chaotic evil god of abominations, whose symbol is a glowering eye in a purple disc. Before the War of the Spider Queen he resided in the Cauldron of Slime in the Plane of Ooze. During this time, his Domains included Ooze.

Pages 283 and 284 of the Dungeon Master's Guide provide some basic advice for creating spells. This page builds on those guidelines and more thoroughly analyzes them. Many standards set on this page are based on SRD spells. This page assumes you understand the content on the pages 5e SRD:About Spells and 5e SRD:Casting a Spell. Death Domain Cleric DMG Time to get offensive. Grab a scythe and start wading into enemies. The Death Domain grants you martial weapon proficiency and more options for dealing damage to a single target. Your allies may question why you aren’t healing them, but you can always raise them as an undead thrall if they fall.

Ooze Domain Spells
Cleric LevelSpells
1stgrease, ensnaring strike
3rdacid arrow, web
5thmeld into stone, sleet storm
7thVitriolic sphere1, polymorph
9thcontagion (slimy doom only) Transmute rock1

1 Elemental Evil Player's Companion

Alternate Domain Spells

The above table includes only spells published officially. You can substitute any of them for the homebrew spells in the following table.

Cleric LevelSpells
1stfind familiar (slimeball only)
3rdquicksand
5thslimebolt
7thrusting grasp
9thconjure elemental (ooze paramental only), flesh to jelly


Bonus Cantrip

When you choose this domain at 1st level, you gain the acid splash cantrip, which counts as a cleric cantrip for you.

Mirewalk

Also at 1st level, moving through nonmagical difficult terrain costs you no extra movement if it is caused by mud, marsh, or other semi-solid ground. You have advantage on Strength checks made to escape deep mud, quicksand or from being engulfed by an ooze.

Channel Divinity: Turn Ooze
Starting at 2nd level, you can use your Channel Divinity to turn an ooze as though you were using Turn Undead. From 8th level onwards, you can destroy an ooze that fails its saving throw against your Turn Ooze feature, with the same challenge rating thresholds as your Destroy Undead feature.

Create Green Slime

At 6th level, you can use your action to create green slime (DMG p. 105). It covers a 5-foot square patch on an unoccupied floor, wall or ceiling you can see within 30 feet of you. You can create a number of patches equal to your Constitution modifier (minimum 1). You regain your uses of this feature when you finish a long rest.

Divine Strike

Cleric Spells 5e

At 8th level, you gain the ability to infuse your weapon strikes with divine 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 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Channel Divinity: Ooze Form
Starting at 17th level, you can use your Channel Divinity to become an ooze.

As an action, you become semi-solid and amorphous. While so transformed, you have the following benefits:

Tempest Cleric 5e

  • You have blindsight to 60 feet, although you are blind beyond this range.
  • You can move through a space as as narrow as 1 inch wide without squeezing.
  • You have immunity to acid damage.
  • You have immunity to the following conditions: blinded, deafened, exhaustion, prone.
  • You cannot cast spells or speak or take any action that requires hands. Transforming doesn't break your concentration for spells you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the ooze for is physically able to do so. However, you can't use any of your special senses.
  • You choose whether your equipment falls to the ground in your space or merges into your new form. Equipment that merges with the new form has no effect until you leave the form.
  • You can make an attack with a pseudopod. This is a melee weapon attack that deals 2d6 + your Strength modifier bludgeoning damage and 1d6 acid damage.

The ooze form lasts for 1 hour or until you end the effect with a bonus action on your turn. You then revert to your normal form.

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