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Divine Domain
Comments from the Finger: This completes the Four Horsemen clerics: Death, War, Famine, and Pestilence.
     I’m not 100% happy with the capstone here, so I’m definitely open to new ideas for it.

Famine Domain

Fast for the god of Hunger and drink nothing the god of Thirst, and you shall hunger and thirst no longer. This is the philosophy of a priest of Famine, who venerates gods that seek to create scarcity across the globe. To spread this dogma, you must only spread famine and drought; if others shall only fast, they too can come to join the Starving Sect.

Famine Domain Spells

Cleric Level   Spells
1st false life, ray of sickness
3rd hold person, ray of enfeeblement
5th bestow curse, hunger of Hadar
7th blight, dominate beast
9th dominate person, insect plague

Bonus Cantrips
At 1st level, you learn the poison spray cantrip and one other cleric cantrip of your choice.

Fast
Starting at 1st level, as long as you fast, you never starve. You don’t need to eat or drink, and don’t suffer levels of exhaustion from starvation or dehydration. This ability is suppressed for 24 hours if you willingly eat or drink.

Channel Divinity: Wither
Starting at 2nd level, you can use your Channel Divinity to starve living things. For the next minute, you can use your action to choose one creature you can see within 60 feet to make a Constitution saving throw. Plants have disadvantage on this saving throw. On a failed save, a creature suffers a level of exhaustion and takes 1d10 necrotic damage for each point of your proficiency bonus. On a successful save, the creature takes half this amount of damage and does not become exhausted.

Draining Spell
Starting at 6th level, when you deal damage to one creature using a spell on your turn, that creature’s speed is reduced by 10 feet for 1 minute. A creature’s speed can only be reduced by this ability once at a time.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Salt the Fields 
Starting at 17th level, you can use your action to bring famine on the land. All nonmagical plants that aren’t creatures within a 100-foot radius sphere wither and die. Each creature you choose in that area must make a Constitution saving throw or suffer two levels of exhaustion. Plants have disadvantage on this saving throw and take 8d10 necrotic damage on a failed save.
     Once you use this ability, you must complete a long rest before using it again.

 

Changelog: Fast: Immunity to exhaustion only applies to starvation and dehydration

 

 

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