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Blackbando

Fiend Domain

May 26th, 2018
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  1. Fiend Domain
  2. blah blah some lore here
  3. Domain Spells
  4. 1st - burning hands, hellish rebuke
  5. 2nd - crown of madness, scorching ray
  6. 3rd - fear, summon lesser demons
  7. 4th - summon greater demon, wall of fire
  8. 5th - immolation, infernal calling
  9. Bonus Proficiencies
  10. When you choose this domain at 1st level, you gain proficiency in martial weapons. You also learn a language of your choice from Abyssal or Infernal.
  11. Fiendish Familiar
  12. Starting at 1st level, you can cast the *find familiar* spell as a ritual. When you do so, you can only conjure an imp or quasit instead of the regular options for your familiar.
  13. Channel Divinity: Blazing Brimstone
  14. Beginning at 2nd level, you can use your Channel Divinity to change the ground around you into a replica of either the Abyss or the Nine Hells. As an action, you present your holy symbol, and choose a point within 60 feet of yourself. All the ground within a 20-foot radius centered on that point becomes difficult terrain, for 1 minute. When a creature starts its turn in the area, or enters the area for the first time on their turn, it takes fire damage equal to your 1d6 + Wisdom modifier (a minimum of 1). This fire damage is doubled if the creature is a celestial.
  15. Fiendish Resilience
  16. At 6th level, your body takes on the resilience of fiends. You can choose one damage type from cold, fire, or poison when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature.
  17. Divine Strike
  18. By 8th level, you can infuse your strikes with the flames of fiends. 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 fire damage. When you reach 14th level, the fire damage increases to 2d8.
  19. Lord of Fiends
  20. At 17th level, you become a master of all fiends. All fiends you summon add your Wisdom modifier to their attack and damage rolls. Also, all fiends you summon using a spell listen to your commands, regardless of if they wish to or if they succeed on a saving throw to resist being commanded. If fiends you summon with a spell would normally not listen to your commands, you can command them to move and take any action using your bonus action.
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