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Death Cleric 5e domain
The Death cleric 5e domain is concerned with the forces that cause death and the negative energy that gives rise to undead creatures. Deities like Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and witches.
Can death cleric 5e heal?
A cleric can choose to prepare spells that do not include recovery. The Death Domain is an additional domain choice for evil clerics. That cleric can still select a healing spell from the spell record, however. All clerics can use healing magic. As Per the descriptions at the Player’s Handbook, a cleric’s magic stems from their deity. As its name implies, Divine magic is the gods’ energy, flowing out of them into the world. Clerics are conduits for this power, manifesting it as awesome consequences. The cleric, their allies, minions, and followers, can all benefit from healing, and healing their servants may be completely from the interests of an evil god.
Clerics can serve an evil god. Whether a player character cleric can serve a distinct evil god is up to the DM to decide. Some evil gods may not call for all their servants to become evil or do wrong actions. Regardless of the deity’s alignment, all clerics use the identical basic spell record, which comprises several healing spells. Each cleric selects a divine domain related to their deity; this will provide them with extra spells and abilities. The DMG provides rules for a further domain name (Death, on p.96), which may be suitable for some evil deities’ clerics.
Reaper: At 1st level, you find one necromancy cantrip of your pick from any spell record. When you cast a necromancy cantrip that normally targets just one creature, the spell can instead target two creatures within range and five feet of each other.
Touch of Death Channel Divinity: Starting at the 2nd level, you may utilize Channel Divinity to destroy another animal’s life force by way of contact. When you hit a creature with a melee attack, you may use Channel Divinity to cope with extra necrotic damage to the target. The harm equals five twice your cleric level.
Inescapable Destruction: Starting at the 6th level, your ability to channel negative energy gets more potent. Necrotic damage dealt by your cleric spells and Channel Divinity options ignores immunity to necrotic damage.
Divine Strike: At 8th level, you gain the ability to market your weapon strikes with necrotic energy. Suppose on each of your turns when you strike a monster with a weapon assault. You can create the attack to cope and a 1d8 necrotic damage to the goal. When you reach the 14th degree, the extra damage increases to 2d8.
Improved Reaper: Starting at 17th level, you throw a necromancy spell of 1st through 5th degree that targets only one creature. The charm may rather target two creatures within range and 5 feet of each other. If the spell surpasses its material elements, you need to provide them for each target.
Cleric’s Martial Domains
It is the main source of renewable damage. It is physical with a bias towards the melee. (but ranged can also be viable), making it one of the Cleric’s martial Domains. That retains the Death Cleric 5e exceptionally relevant in combat, without relying upon its own frequently devastating damage spells. It then allows it to keep its spell slots open for support and healing. This final point is particularly vital in the early levels. The Death Cleric is the only healer in a celebration. It is much less so in the following numbers as it has many more spell slots to play.
How to Build a Death Domain Cleric in 5e?
The Builds that you can use are Dexterity Melee, Strength Melee, Ranged, and Spellcasting. You’re able to construct a Death Cleric 5e with a few different focuses.
Assuming your Normal Point Buy System: Put your points in which you feel like you want them. If you roll for them, remember what type of build you are going. If you wish to a Strength Character (Melee), you will likely put Wis & Str.
What Races benefit a Death Cleric 5e?
Suppose you plan on going a Strength build. You may start Fighter for the first two levels and then moving cleric. That provides you with a stronger beginning and proficiency with all armour. The Death Cleric 5e requires 17 levels into 5e Cleric. The 18th-20th levels give a few extra spell slots and an Ability Score Increase/Feat at the 19th level. That leaves you with three available levels to dip into a different class. There is one clear choice a few less obvious ones. When multi-classing as Death Cleric 5e, it’s best to get the first two levels for many classes as early as possible. And opt for the third degree when it seems normal to your character/campaign or when it is going to benefit you more than a normal cleric level.
Fighter: This is the one. It doesn’t matter what build you are going to. This class is an easy choice. What you get: A fighting style, instant wind, activity spike, and if you opt for the next level, Battle Master Maneuvers just read about these. You will understand the excitement behind and the beauty of those.
Barbarian: A good choice for a Strength construct, you get Rage, which is amazing and provides you harm immunity, damage output, and Str save/check benefit, Reckless Attack for an advantage on attacks, Danger Sense, and in the third level, Frenzy provides you with the bonus attack which you can not get as a Cleric.
Ranger – Recommended for a Ranged Build. You get even more inviting attributes (Feavored Enemy, Natural Explorer). A couple of additional spell slots, hunter’s mark, Fighting Style, and third-level Colossus Slayer is great.
Rogue – Another Dex construct choice. Expertise is fantastic. Sneak Attack is amazing (especially since you’re likely to get undead friends to encircle your targets). Cunning fucking Action is only beautiful. Assassinate synergizes with Touch of Death and Divine Smite, and Sneak Attack!
Cleric 5e Death Domain dnd Spells
In general, one race benefits the class, and another does not. It does not make one less or more feasible. Play the character you want to perform.
Human Variant: Beginning with a Feat is a powerful bonus for this class, particularly as you will most likely be multi-classing ancient, and ASI is a way out.
Wood Elf: If you are Dex and aren’t going Human Variant, this is the choice. +2 Dex, +1 Wis, built-in Stealth, 35 Movement, and a natural proficiency in perception?
Hill Dwarf – This is the most picked Cleric Race for a reason. +HP each time you level, +1 to Wisdom, Darkvision, A instrument proficiency, and toxin resistance.
Mountain Dwarf – You receive +2 to Str, and all your typical Dwarf bonuses.
Aarakocra – I’m going to be truthful with you here. That is most likely the best dex construct class in the sport. It is a wood elf that can fly. You are only going to shit on what the DM wants to do because fly at level 1 breaks games. It just does.
Razorclaw Shifter: Shifters are great for Dex assembles and okay with the other builds. Razorclaw gets +2 Dex, Darkvision, and additional HP when altered. The kicker is that you receive a bonus action dex based claw attack. That can be extra damage, with which you can divine touch or strike of death!
Other Shifter Subraces
Other Shifters Subraces – Beasthide for Str or Dex or Wis to Receive a bonus AC when shifted. Longstride is just another fantastic dex choice, but Cliffwalker is less so.
Ghostwise Halfing 5e – +2 Dex, +1 Wis (we are in Wood Elf Territory!) with, you guessed it, HALFLING LUCK. You receive telepathy, halfling nimbleness, advantage on saving throws vs fear. It’s a GREAT dex race.
Honourable Mentions: Warforged (Str), plain old Individual (almost any ), Stout Halfing (Str), Half-Orc (Str), Dragonborn (Str), Water Genasi (Wis), Goliath (Str).
Backgrounds: Just Like most Clerics, wallpapers don’t matter. Pick whatever works for your backstory, but if you want, you may also think about your proficiencies.
War Caster – This is most likely the very best accomplishment for your money.
Sharpshooter – Going ranged construct? That is a great pickup, but not quite as powerful as War Caster, IMO, so pick it up at ASI.
Crossbow Expert 5e – Pick this up in your ranged build’s second ASI if you would like to go crossbows.
Heavy Armor Master – Didn’t go Fighter for your STR build? That is a great pick up. Gives you +1 str and heavy armour command.
Resilient: Great pick up if your stats are good.
Melee Dex Build: You want to use a protector and a rapier for melee and a mild or heavy crossbow for ranged. You intend to be a secondary martial injury trader on the front lines utilizing all of your abilities and spells to your significant advantage. Being up close means you’re likely going to be in scope to acquire cure burns off on any downed friendly. Your dive right into Fighter or even Rogue will determine your martial playstyle. However, you’ll be a force to be reckoned with, but do not forget you are also handy with a bow or crossbow once the situation calls for it.
Melee Strength Build: As I have already stated, you’ll most likely need to start Fighter, but if you can not choose up Heavy Armor Master at 4th cleric degree. Go for a Battleaxe/Longsword/Warhammer and LAY into anything that gets in your way. You’re a bruiser on the front lines, much like the melee dex construct. Utilize your minions to your benefit and reveal your enemies which you’re the inhuman strength of life and death.
Ranged Dex Build: Heavy Crossbow or a Longbow using a Hand CrossBow, a shield, and a rapier for melee. You need to pick up Sharpshooter as soon as possible. Once you have your Ranged Style from Fighter or Ranger, you will do a lot of damage from the rear of the conflict theatre. From behind, you can sling spells, bolts/arrows, and command your undead legions from safety, throwing support and fixes where necessary.
What you get from foundation Cleric:
- 1d8 Strike Dice
- Simple Weapon Proficiency
- Spell Attack Modifier = Prof + Wis Mod
- Divine Domain: We’re choosing Death Domain, of course.
- Turn Undead (2nd level) – You fear any undead in scope; however, this is not great for a Death Cleric because you will likely have undead minions.
- Destroy Undead (5th level) – The likelihood you will use this is low.
- Divine Intervention: This is completely DM dependent, good luck with your roster!
What do you get from Cleric Death Domain 5e?
Reaper: Select Chill Touch. It’s the only choice. Allows you to twin your Necromancy cantrip to a secondary goal. That means Chill Touch impacts two targets.
Touch of Death (2nd level) – Good necrotic harm that benefits melee builds as you may apply it on your melee strikes.
Inescapable Destruction (6th level) – There are quite a few monsters/creatures out there with resistance or resistance to necrotic damage, and this doesn’t matter to you. You have to hurt them with it anyway!
Divine Strike (8th level) – This is where you’re likely to be getting in a great deal of damage. It’s a shame it’s so far away, particularly if you get your two multiclass amounts early. Still, once you get it, it is amazing. Works for both ranged and melee strikes and only gets stronger when you hit its thresholds.
Improved Reaper (17th level) – Now you get to double your necromantic spells completely amazing. Spread your debuffs/spread your buffs/hit multiple targets with damage/move bodies near each other and raise numerous deceased!
Is Death cleric 5e evil?
A Cleric has to opt for the Death Domain in 5e. But just like the Paladin, needs you to be of Evil recovery. They just put it more simply since it is an uninvolved procedure. Most Death Domain deities are evil, but not all are. Therefore, many Death Domain Clerics in 5e are evil, but not all are.
Devine Magic 5e
Clerics and Paladins use celestial magic, so the two are divine casters. These spellcasters’ accessibility into the weave is mediated by heavenly energy. Gods, divine forces of nature, or the holy burden of a paladin’s oath. (PHB. 205) As its name suggests, Divine magic is the gods’ power flowing from them to the world. A cleric can serve an evil deity. Irrespective of the deity functioned, the healing spells remain an option to prepare from the cleric spell list. Note: A”patron” is more typically associated in technical terms using a Warlock. The alignment of the god is not relevant in terms of “can a cleric cure.” The spells are available to pick from include curing spells. (PHB p. 207-208). That said, the PHB suggests that a cleric cannot opt for the Life Domain (PHB p. 60-61) in the event the god has been served is Evil.
The Life domain is incredibly broad. A cleric of any non-evil deity can select it. (p. 293)
Further, that point (PHB p. 60)”any non-evil deity can argue impact over this domain” is rules text. It indicates that some non-evil deities don’t have any influence over the life domain. (Check with your DM to your world).
Cleric’s “main aim is to heal” is a course archetype which goes back into the original game (published in 1974) but has seen some variant over the variants concerning emphasis. A cleric can choose to prepare spells that don’t include things like recovery. The PHB (p. 56) refers to clerics as “divine agents.” The general case is as a servant of a deity.
As you create a cleric, the most important question to consider is which deity to serve and the principles you want your character to embody. (PHB. 57)snip The energy of your spells comes from your loyalty to your deity (PHB. p. 58)
Death Domain Cleric 5e
To be a Death Domain 5e cleric, it looks like the cleric should have a poor alignment (DMG. P 96) based on the class being specifically tailored for evil clerics. For any wicked cleric, the Death Domain 5e is an additional domain. This cleric can still select a healing spell from the spell record, however.
1 The cleric’s alignment and the deity’s alignment don’t need to match perfectly.
2 While the general case supports some deity. DMG offers two exceptions: on p. 10, the Dark Sun setting is supplied as an instance of absent gods where clerics rely upon elemental powers for their magic. Also, on p. 13 in Forces and Philosophies, the option is there. A cleric frees themselves to an ideal instead of a deity. That’s entirely within the authority of the DM to establish whether the DM so chooses.