- Dnd 5e Cleric Evil Domain Dmg List
- Dnd 5e Cleric Evil Domain Dmg 5e
- Dnd 5e Cleric Evil Domain Dmg Download
RELATED: Dungeons & Dragons: 10 Things You Need To Know About Character Creation In D&D. As these beings are most often of some evil alignment, it would be easy to create a similarly villainous character who a powerful undead being would want to bestow power to. Feminism Domain. Clerics of the Feminism domain, while holding life and order in the same reverence as most of their peers, believe that equality between the sexes is the most effective method of ensuring both. To the Feminist cleric, systems of oppression are breeding grounds of suffering, and sexism a plague of the mind. Meet Doctor Metalskin, a Warforged War Domain Cleric for Dungeons & Dragons 5th Edition. Here you will find pregenerated character sheets that take this PC from levels 1 through 20. All equipment was priced using the AncientWhiteArmyVet’s D&D 5e Magic Arms and Armor Price Guide and AncientWhiteArmyVet’s D&D 5e Wondrous Magic Item Price Guides.
I postpone the overview of the cleric another day, I’ll start today, but since it has too many domains to cover, I simply can’t do it in one day. Work, sleep and such. But to fill the day, I picked up a small issue I have. And that have to do with the DMG.
For those who didn’t knew, the official release pushed back to 9th December, which doesn’t bother me too much. Inconvenient, yes. But I’d rather have a overworked product. That so many optional rules are there, which could easily be introduced in the PHB? We got a bit closer. Here is a list, which got around some forums, no one knows how accurate it is. I marked those red which were in the playtest, orange for systems which reminds me of specific aspects of the playtest and green which have my personal interest:
highlights:
- costs to construct building
- costs for hirelings
- downtime activites (most of which have a 20% chance of going to jail for 5d6 days)
- domains (kingdom builder rules)
- using miniatures!!!
- travel hazards
- diseases
- poisons
- madness
- traps
- puzzles
- modifying races
- creating new races
- monsters as characters
- modifying classes
optional rules:
- training to level up
- trading in magic items
- flanking
- attacking cover
- morale
- action points
- called shots
- alternate skill systems (13th age backgrounds are an option)
- vitality
- spell points
- skill points
- single strike (1 attack roll, cumulative damage)
- second wind
- rest variants
- proficiency dice
- massive damage
- marking
- facing
- cleaving through the horde
- automatic success
- chases
- cantrip slots
- action points (again?)
- group initiative
- weapon speed
- passive initiative
- gestalt characters
There are some things which should interest me, but somehow don’t. Most likely since I’ll await something vague for these topics like the stuff they wrote about it in 3e and 4e. But even though I’m positive that I’ll never use some of these things (without knowing more than the name), I’m not displeased by it. But a little tiny fact is annoying me:
That at least 2 subclasses were transferred in the DMG!
On the cleric side the Death Domain and the paladin lost the Oathbreaker. Maybe even more. And the question remains: Why?
Because these paths are so evil-natured that only NPCs should have access to it? Double Bullshit! First, if that’d be the case, why even develop those classes and taking the Necromancer into the PHB, which Animate Dead Feature is clearly suggesting the most evil thing about necromancy: The ability to create undead! And second, they already wrote that it might be possible to play a cleric with the Death Domain if your DM allows it. Generally most subclasses should stand over the alignment chart, even though some are more into specific alignments… OK, take paladins out of this, since the oath’s tenets are more or less binding you to a limited numbers of possible alignments (hard to play an evil character under the oath of devotion).
So either both subclasses weren’t finished yet (another reason to push back the release date maybe) or they were not as logical about it, as I would prefer. I know, that sometimes it’s just better to keep to a logic, which doesn’t make too much sense, since other things (like feeling, setting, etc.) are more important. But we’re talking about Player Class’ options. So I just hope that the priority if these subclasses weren’t high enough to be developed as fast as the others or to push back the release date of the PHB. Because if this weren’t the case, I’d get really angry about it!

Some other player’s are sharing my displeasure, but while it’s more of a logical question in my case and my aversion of (letting my players) cramming more rulebooks than needed, other have other issues, like the fascination of playing an evil character. Since evil is cool… I suppose. At least a lot of people like villains more than heroes, but playing an evil character would be pretty boring for me after a while… Unless the campaign is cleverly written, but even then I’d have more fun playing a good campaign than being an evil character…
From D&D Wiki
Feminism Domain
Clerics of the Feminism domain, while holding life and order in the same reverence as most of their peers, believe that equality between the sexes is the most effective method of ensuring both. To the Feminist cleric, systems of oppression are breeding grounds of suffering, and sexism a plague of the mind.
Many Feminist clerics follow the hermaphrodite god Heshe, but one can find Feminist clerics of any Lawful or Good faith. They usually come from the ranks of scholars, socialites, or nobles.
| Cleric Level | Spells |
|---|---|
| 1st | detect evil and good, detect poison and disease |
| 3rd | calm emotions, zone of truth |
| 5th | tongues, remove curse |
| 7th | aura of purity, freedom of movement |
| 9th | dominate person, geas |
Bonus Proficiencies
At 1st level, you gain proficiency in Insight and Persuasion.
Gendersense

Starting at 1st level, you become attuned to the types of people around you. You are constantly aware of the location of any creature with a sex or gender within 30ft. This ability does not apply to creatures who are magically obscured or unaffected by Divination magic, such as by invisibility or nondetection. For each creature that meets these criteria, you instinctively know their sex (if any) and gender (if any).
Channel Divinity: Invoke Equality
Starting at 2nd level, you can use your Channel Divinity to Impose Equality.
As an action, you call upon your god to balance the scales of life, and select 2 creatures with different amounts of hit points within 30ft, naming one The Oppressor and the other The Oppressed. The Oppressor must make a Charisma saving throw. On a failure, The Oppressor loses n hit points and The Oppressed regains n hit points, where n is half the difference in hit points between the two, rounded down. The maximum value of n is 2 times your Cleric level.
If the two creatures are male and female, add your Charisma modifier to the save DC.
Reversal of Fate
Starting at 6th level, when a creature within 30ft causes one of your allies to become Blinded, Deafened, Fatigued, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, and/or Exhausted, you may use your reaction to curse them. The target makes a Charisma saving throw. If they fail, the conditions that they were imposing upon your ally are transferred to them. Once you use this ability, you cannot use it again until you finish a long rest.
If your ally and the target are male and female (or vice versa), add your Charisma modifier to the save DC.
Healthy Discussion
Starting at 8th level, you gain expertise in Persuasion and Insight, adding double your proficiency bonus to skill checks.

As an action, target a number of creatures up to your Charisma modifier that have been talking with you for at least 5 minutes. Each creature makes a Charisma saving throw, becoming deeply involved in the discussion on a fail. Creatures that are immune to being charmed automatically succeed on their saving throw. Affected creatures feel a compulsion to voice their thoughts, feelings, and experiences when prompted (even if it would be detrimental to them) and are unable to lie. This effect ends on a creature after 1 hour or if they enter combat. Once you use this ability, you cannot use it again until you finish a long rest.
If you choose yourself as one of the targets of Healthy Discussion and choose to fail your roll, add your Charisma modifier to the save DC.
Gender Aspects
You have attained an understanding of sex, gender, and gender expression rivaled by few mortals.
Starting at 17th level, at the end of a long rest, you may assume one of the following Aspects and gain its effects. You may only assume one Aspect at a time.
Aspect of Femininity: You gain proficiency in Deception and Performance. If you are already proficient in Deception and/or Performance, you instead gain expertise in that skill, adding double your proficiency bonus to skill checks.
Dnd 5e Cleric Evil Domain Dmg List

Dnd 5e Cleric Evil Domain Dmg 5e
Aspect of Masculinity: Add your Charisma modifier to damage rolls for spells, ranged attacks, and melee attacks.
Aspect of Androgyny: You gain the full effects of freedom of movement. This counts as an innate ability and is unaffected by dispel magic.
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