Thomas's Forgotten Realms
House Rules - Cleric Domains
Devout Scriveners of Doom are meticulous record keepers of the fates of sentient beings. Working closely with death and undeath on a daily basis, the priests of Jergal are granted specific powers to help them be as successful as possible in their endeavors.
|1st||Feign Death, Gentle Repose|
|3rd||Speak with Dead, Death Ward|
|5th||Animate Dead, Vampiric Touch|
|7th||Blight, Invisibility to Undead|
|9th||Undeath to Death, Circle of Death|
Knowledge of Death
At 1st level, due to the extensive studies about death and the ultimate destinations of the spirits of living creatures after they die, you have an advantage on all rolls regarding knowledge of undead and beings from the Outer Planes.
You also become proficient in your choice of two of the following skills: Arcana, History, Insight, or Religion.
Channel Divinity: Undead Ward
At 2nd level, instead of directly turning undead normally, you can use Channel Divinity as an action create a ward that will automatically turn undead when they come in contact with it. The ward's size is up to one 5-foot cube per level centered on you, and lasts for one minute per level. Any undead that come into contact with the ward must make a Wisdom saving throw against your cleric spell save DC as normal. Any undead already inside of the ward when it is created get an advantage on their saving throw. If an undead succeeds its saving throw, it is immune to the ward for its duration. You cannot have more than one ward active at a time – if you attempt to create a new ward while one is already active, that ward falls and the new ward is created.
Shepherd of the Dead
At 6th level, your experience dealing with undead creatures has strengthened you against the effects of negative energy. You gain resistance to necrotic damage. You also gain an advantage on saving throws versus abilities that would reduce your hit point maximum, such as life drain used by wights and wraiths. At 20th level you gain immunity to necrotic damage.
Channel Divinity: Enervating Touch
At 8th level, you can use Channel Divinity to wreak havoc against the living. As a bonus action, you can charge your hands with negative energy. The negative energy charge lasts for one round per two cleric levels, or until dismissed. While charged, you can make a melee spell attack on a living creature within touch range. On success, the negative energy fills the target and deals 5 + twice your cleric level in necrotic damage. The target must succeed a Constitution saving throw versus your cleric spell save DC or its hit point maximum is reduced by the amount of damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. You must take a long rest before using this ability again.
At 17th level, your link with Jergal is powerful enough to completely stop the aging process in your body. That does not mean you will die, but you will no longer age. Upon reaching an age that your race would die of natural causes, you become a mummy.
Undead to Death
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (the powder of a crushed white pearl worth at least 500 gp)
A sphere of positive energy ripples out in a 60-foot-radius sphere from a point within range. Each undead creature in that area must make a Constitution saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. This spell has no effect on non-undead creatures.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.