Death Domain Spells
Cleric Level …………. Spells
1st …………. False Life, Ray of Sickness
3rd …………. Blindness/deafness, Ray of Enfeeblement
5th …………. Animate Dead, Vampiric Touch
7th …………. Blight, Death Ward
9th …………. Antilife Shell, Cloudkill
When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.
At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only a single creature, the spell can instead target two creatures within range and within 5 feet of each other.
Touch of Death
Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch.
When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.
At 6th level, the cleric’s ability to channel negative energy becomes more portent. Necrotic damage dealt by the character’s cleric spells and Channel Divinity options ignores resistance to necrotic damage.
Starting at 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
Starting at 17th level, when the cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.