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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