JNAProductions
2020-09-07, 10:28 AM
Webs Of Darkness
Domain Spells
As a Cleric of the Webs Of Darkness, you gain the following spells. They are always prepared, and do not count against your number of normally prepared spells.
1st
Beast Bond (Spiders Only), Detect Poison And Disease
3rd
Darkness, Web
5th
Stinking Cloud, Vampiric Tough
7th
Vitriolic Sphere, Giant Insect (Spiders Only)
9th
Contagion, Awaken (Spiders Only)
Bonus Proficiency
When you gain this Domain at level one, you gain proficiency in Martial Weapons.
Poison Resilience
Also at level one, you gain resistance to poison damage and advantage on saves against poison.
Channel Divinity: Binding Blackness
At level two, you may use your Channel Divinity to bind creatures with inky blackness.
As an action, you summon pure black webs on a number of creatures of your choice within 30' of you, up to your Wisdom modifier. They must make a Dexterity save or become restrained by the darkness. On their turn, they may replace an attack with a Strength check against your spell DC to break free.
The webs last for up to one minute, and so long as you maintain Concentration on them.
Lolth's Sight
At level six, you gain the ability to see through magical darkness within the range of your Darkvision. If you do not already possess Darkvision, you gain it out to 60'.
Potent Spellcasting
At level eight, you may add your Wisdom modifier to damage dealt with Cleric cantrips.
Chosen Of The Spider Goddess
At level seventeen, you become an avatar of Lolth. This makes you immune to poison damage and the poisoned condition, as well as allowing you to surround yourself in an aura of darkness once per short rest.
As a bonus action, you can make or dispel an aura of magical darkness surround you out to 10'. This aura lasts one minute, unless ended early. Any foe who starts their turn in or enters the aura takes necrotic damage equal to your Wisdom modifier. Additionally, as an action, you can attempt to bind a foe within the aura using webs of darkness. They must make a Dexterity save against your spell DC, becoming restrained on a failed save. Once restrained, they may replace an attack with a Strength check against your spell DC to attempt to free themselves. While restrained, they exude their own aura of magical darkness out to 5'-this aura does not deal damage, but does leave the hapless victim unable to see. The webs of darkness do not require concentration, and are indefinite until dispelled or broken free from.
Domain Spells
As a Cleric of the Webs Of Darkness, you gain the following spells. They are always prepared, and do not count against your number of normally prepared spells.
1st
Beast Bond (Spiders Only), Detect Poison And Disease
3rd
Darkness, Web
5th
Stinking Cloud, Vampiric Tough
7th
Vitriolic Sphere, Giant Insect (Spiders Only)
9th
Contagion, Awaken (Spiders Only)
Bonus Proficiency
When you gain this Domain at level one, you gain proficiency in Martial Weapons.
Poison Resilience
Also at level one, you gain resistance to poison damage and advantage on saves against poison.
Channel Divinity: Binding Blackness
At level two, you may use your Channel Divinity to bind creatures with inky blackness.
As an action, you summon pure black webs on a number of creatures of your choice within 30' of you, up to your Wisdom modifier. They must make a Dexterity save or become restrained by the darkness. On their turn, they may replace an attack with a Strength check against your spell DC to break free.
The webs last for up to one minute, and so long as you maintain Concentration on them.
Lolth's Sight
At level six, you gain the ability to see through magical darkness within the range of your Darkvision. If you do not already possess Darkvision, you gain it out to 60'.
Potent Spellcasting
At level eight, you may add your Wisdom modifier to damage dealt with Cleric cantrips.
Chosen Of The Spider Goddess
At level seventeen, you become an avatar of Lolth. This makes you immune to poison damage and the poisoned condition, as well as allowing you to surround yourself in an aura of darkness once per short rest.
As a bonus action, you can make or dispel an aura of magical darkness surround you out to 10'. This aura lasts one minute, unless ended early. Any foe who starts their turn in or enters the aura takes necrotic damage equal to your Wisdom modifier. Additionally, as an action, you can attempt to bind a foe within the aura using webs of darkness. They must make a Dexterity save against your spell DC, becoming restrained on a failed save. Once restrained, they may replace an attack with a Strength check against your spell DC to attempt to free themselves. While restrained, they exude their own aura of magical darkness out to 5'-this aura does not deal damage, but does leave the hapless victim unable to see. The webs of darkness do not require concentration, and are indefinite until dispelled or broken free from.