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Murder

Domain spells

You gain domain spells at the cleric levels listed in the Murder Domain Spells table. See the Murder Domain class feature for how domain spells work.
Cleric Level Murder Domain Spells
1st inflict wounds, disguise self
3rd gentle repose, pass without trace
5th enemies abound, haste
7th phantasmal killer, shadow of moil
9th hold monster, seeming

Deliverance

At 1st level, you can enchant a weapon with a spell, allowing you to deliver it to the target at the end of your knife. You can spend 10 minute ritually casting a spell that targets a single creature into a weapon that deals piercing damage. You may only have a single imbued spell at any one time. When you deal piercing damage to a creature with the imbued weapon, you may choose to simultaneously deliver the imbued spell. If the spell would usually require a spell attack roll to hit, this is waived and the spell automatically hits. If it required a saving throw the creature is allowed a save as normal.

Channel Divinity: In Passing

Starting at 2nd level, you can use your Channel Divinity to walk unnoticed even in large crowds. As an action when you are hidden from onlookers, you touch your holy symbol and cloud your presence in vague unremarkability. Any creature wishing to notice your presence from that moment onward must first succeed on a Wisdom saving throw against your spell save DC. On a failed saving throw, the creature ignores your presence as unimportant. This effect lasts for 1 hour, after which affected creatures remember your presence, though they may still dismiss it if it still doesn’t seem unusual in retrospect.

Press the Advantage

At 6th level, when you successfully deal damage to a Surprised creature, that creature has disadvantage on saving throws against your spells for the next minute.

Divine Strike

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

Knives for Caesar

Starting at 17th level, you can prepare a number of imbued weapons with Deliverance equal to your Wisdom modifier.

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