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Sorrow Domain

The teachings of the Lady of Tears has been widely debated. Her scriptures, and journals postulated over for centuries, which has lead to a dichotomous religion. Those whom follow the path of the Sorrow Sworn believe that pain provides growth and strength by overcoming one's personal anguish. The Sorrow Sworn are often called upon to crush or torment opposing forces, to break their spirit, to flee from battle, or to become paralyzed by their own agony and despair.

Sorrow Domain Features

Cleric Level
Feature
1st
Domain Spells, Whispers of the Fallen Flame
2nd
Channel Divinity: Torments of Life
6th
Harbinger of Sorrow
8th
Edict of the Fallen Flame
17th
The Lady's Voice
 

Domain Spells

You gain domain spells at the cleric levels listed in the Sorrow Domain Spells table. See the Divine Domain class feature for how domain spells work.  

Sorrow Domain Spells

Cleric Level
Spells
1
Dissonant Whispers, Tasha's Hideous Laughter
3
Darkness, Phantasmal Force
5
Enemies Abound ,Hunger of Hadar
7
Confusion, Phantasmal Killer
9
Dream, Synaptic Static
 

Whispers of The Fallen Flame

You gain proficiency in Sanity saving throws, and learn Viscous Mockery as a cantrip, and can cast it as a bonus action. This doesn't count against the number of cleric cantrips you know.  

Channel Divinity: Torments of Life

Starting at 2nd level, you can use your Channel Divinity to cripple the minds of others. As an action you present your holy symbol, and create a 30ft cone of sadness, despair and fear. All creatures in the area must make a Sanity saving throw or be incapacitated by the weight of their own loss and regret until the end of your next turn.  

Harbinger of Sorrow

At 6th level, you gain the ability to break the will of others plunging them into the darkest recesses of their memories. As an action you can force all creatures within 10 feet of you to make a Sanity saving throw or be afflicted with a Short-Term Madness effect . Those affected gain a new saving throw to end the effect whenever they take damage. Once you use this ability you cannot use it again until you finish a long rest.  

Edict of The Fallen Flame

At 8th level you add your Wisdom modifier to the damage of any cantrip that deals fire or necrotic damage, and any spell that deals psychic damage.  

The Lady's Voice

As an action you can create a direct link from the Lady of Tears to any one creature that can hear you within 60 feet. The creature must make a Sanity saving throw or be afflicted with a Long-Term Madness effect. Once you use this ability you cannot use it again until you finish a long rest.

Short-Term Madness

d100
Effect (lasts 1d10 minutes)
01-20The character retreats into his or her mind and becomes paralyzed
21-30The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31-40The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.
41-50The character begins babbling and is incapable of normal speech or spellcasting.
51-60The character must use his or her action eachround to attack the nearest creature.
61-70The character experiences vivid hallucinations andhas disadvantage on ability checks.
71-75The character does whatever anyone tells him orher to do that isn't obviously self-destructive
76-80The character experiences an overpowering urge to eat something strange such as dirt, s lime, or offal
81-90The character is stunned.
91-100 The character falls unconscious

Long-Term Madness

d100
Effect (lasts 1d10 minutes)
01-10The character feels compelled to repeat a specificactivity over and over, such as washing hands, touching things, praying, or counting coins.
11-20The character experiences vivid hallucinations andhas disadvantage on ability checks.
21-30The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks
31-40The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy / sympathy spell.
41-45The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.
46-55The character becomes attached to a "l ucky charm," such as a person or an object, and hasdisadvantage on attack rolls, ability checks, andsaving throws wh ile more than 30 feet from it.
56-65The character is blinded (25%) or deafened (75%).
66-75The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.
76-85The character suffers from part ial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn 't recognize other people or remember anything that happened before the madness took effect.
86-90Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute
91-95The character loses the ability to speak.
96-100The character falls unconscious. No amount of jostling or damage can wake the character


Created by

kemet ka.

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