Cleric: Abomination Domain
Hit Points
Hit Dice: d8 per Cleric: Abomination Domain level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Clerics of Abominations, sometimes called Amorphites, typically worship gods such as Juiblex and Ghaunadaur, who specialize in the perversion of life. They consider oozes to be sacred, and the purest form of life, as they are formless and shapeless in nature. The clerics of the -Zensiert-lol- tend to be of this domain.
Subclass Options
Domain Spells
Cleric Spell Level |
Spells |
1st |
ray of sickness, inflict wounds |
2nd |
alter self, Melf’s acid arrow |
3rd |
gaseous form, stinking cloud |
4th |
polymorph, evard’s black tentacles |
5th |
contagion, cloudkill |
Disciple of Disgust
At 1st level, you gain immunity to nonmagical diseases. If you choose, you can willingly take a disease upon yourself, but you are an asymptomatic carrier, suffering no effects but spread the disease to others. You may also take either acid splash or poison spray as a cantrip, which counts as a cleric cantrip, and does not count toward your maximum number of cantrips known.
Sickening Assault
Also at 1st-level, once a turn when a creature fails a save against one of your spells that deals acid or poison damage, you can cause them to become poisoned for 1 minute. They may repeat the saving throw at the end of each of their turns, ending the effect on a success. You may use this ability a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a long rest.
Channel Divinity: Formlessness
At 2nd-level, as an action, you may make yourself or a willing creature you touch amorphous. Objects the target is wearing or carrying change with them, so long as they are not overencumbered. They remain this way for the next minute or until you lose concentration, as if concentrating on a spell. While amorphous, a creature can move through gaps of as little as one inch in diameter without squeezing, they gain immunity to poison and acid damage, and resistance to nonmagical bludgeoning, piercing, and slashing damage. The only actions they can take during this time are to Dodge, Dash, Disengage, or Hide. If the effect ends while they are inside a space too small to accommodate their form, they either force open the space, if it is a soft or frail material, or they are pushed out the shortest route into a space they can fit into, take 4d10 force damage on the way, and are stunned for d4 rounds. If there is no available path for them to reach a point where they can reform, they remain shapeless and take 4d10 force damage each round until a path opens up, at which point they are pushed out.
Channel Divinity: Deform
At 6th level, as an action, you make a melee spell attack against a creature. Oozes are unaffected. On a hit, they are physically deformed in a manner of your choosing:
- One movement speed they have is reduced to 10 feet.
- They lose the use of one of their arms.
- They reduce their Strength by 2d3.
- They are blinded or deafened.
Other deformities may be considered, at DM’s discretion. At the beginning of each of the creature’s turns, they make a Constitution saving throw. If they accumulate three successes, the deformity ends. If they accumulate three failures, the deformity lasts for 24 hours. If the initial spell attack was a critical hit, the target has disadvantage on their first saving throw against it. A shapechanger afflicted in this way can end the deformity as an action.
Heightened Virulence
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. You also become immune to all diseases, magical or nonmagical.
Extract Bloodslave
At 17th level, when a creature you can see dies within 30ft of you, you may immediately use your reaction to draw the blood from its body into an ooze under your control. Creatures without blood or any other similar vascular fluid are immune to this effect. The blood congeals into an ooze which has half the hitpoints of the creature it was spawned from, and moves within 5ft of you immediately, turning back into blood if it does not have a clear path along the ground to reach you. When you take damage while you have this ooze within 5ft of you, you may have it shield you, absorbing half the damage. This ooze cannot be healed or granted temporary hitpoints, and lasts until you conjure a new one, it runs out of hitpoints, or you finish a long rest. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and regain all expended uses when you finish a long rest.