Channel Divinity: Wither
Divine Domains Starting at 2nd level, you can use your Channel Divinity to
In a pantheon, every deity has influence over different starve living things. For the next minute, you can use your
aspects of mortal life and civilization, called a deity’s action to choose one creature you can see within 60 feet to
domain. All the domains over which a deity has influence make a Constitution saving throw. Plants have
are called the deity’s portfolio. For example, the portfolio disadvantage on this saving throw. On a failed save, a
of the Greek god Apollo includes the domains of creature suffers a level of exhaustion and takes 1d10
Knowledge, Life, and Light. As a cleric, you choose one necrotic damage for each point of your proficiency bonus.
aspect of your deity’s portfolio to emphasize, and you are On a successful save, the creature takes half this amount of
granted powers related to that domain. Your choice might damage and does not become exhausted.
correspond to a particular sect dedicated to your deity.
Apollo, for example, could be worshiped in one region as Draining Spell
Phoebus (“radiant”) Apollo, emphasizing his influence over Starting at 6th level, when you deal damage to one creature
the Light domain, and in a different place as Apollo using a spell on your turn, that creature's speed is reduced
by 10 feet for 1 minute. A creature's speed can only be
Acesius (“healing”), emphasizing his association with the
reduced by this ability once at a time.
Life domain. Alternatively, your choice of domain could
simply be a matter of personal preference, the aspect of the Potent Spellcasting
deity that appeals to you most. Starting at 8th level, you add your Wisdom modifier to the
Each domain’s description gives examples of deities damage you deal with any cleric cantrip.
who have influence over that domain. Gods are included
from the worlds of the Forgotten Realms, Greyhawk, Salt the Fields
Starting at 17th level, you can use your action to bring
Dragonlance, and Eberron campaign settings, as well as
famine on the land. All nonmagical plants that aren't
from the Celtic, Greek, Norse, and Egyptian pantheons of
creatures within a 100-foot radius sphere wither and die.
antiquity.
Each creature you choose in that area must make a
Famine Domain Constitution saving throw or suffer two levels of
Fast for the god of Hunger and drink nothing the god of exhaustion. Plants have disadvantage on this saving throw
Thirst, and you shall hunger and thirst no longer. This is the and take 8d10 necrotic damage on a failed save.
philosophy of a priest of Famine, who venerates gods that Once you use this ability, you must complete a long rest
seek to create scarcity across the globe. To spread this before using it again.
dogma, you must only spread famine and drought; if others
shall only fast, they too can come to join the Starving Sect.
Famine Domain Spells
Cleric Level Spells
1st false life, ray of sickness
3rd hold person, ray of enfeeblement
5th bestow curse, hunger of Hadar
7th blight, dominate beast
9th dominate person, insect plague
Bonus Cantrips
At 1st level, you learn the poison spray cantrip and one
other cleric cantrip of your choice.
Fast
Starting at 1st level, as long as you fast, you never starve.
You don't need to eat or drink, and don't suffer levels of
exhaustion from starvation or dehydration. This ability is
suppressed for 24 hours if you willingly eat or drink.