Class Option: Aberration Domain

There are few known gods whose influence extends beyond the territory of the four worlds. That alien abyss is the dominion of mad, twisted beings whose powers defy the fundamental assumptions of nature. Of the handful of gods who have ventured into the Darkplane, only Daemoth, Maruma’e, and Senfaer have brought aberrant secrets back to their servants.

These acolytes of aberration understand only infinitessimal glimpses of the horror that lies beyond the natural worlds, but this is enough to tear the sanity of their enemies apart. To them nature is heretical and the faiths that fight aberrant influence are infidels.



Cleric Level      Spells
          1               arms of Hadar, dissonant whispers
          3               darkvision, detect thoughts
          5               fear, hunger of Hadar
          7               confusion, Evard’s black tentacles
          9               dream, geas


When you choose this domain at 1st level, you become proficient in the Arcana skill. 


At 1st level, you can use your bonus action to open a telepathic connection with a creature within 60 feet. While the creature is in range, you can speak to each other telepathically. You must share a language to understand one another. You can end the connection whenever you choose. You can only have one telepathic connection open at once.


Starting at 2nd level, you can use your Channel Divinity to erect a psionic shield. When you or a creature within 60 feet of you gains a temporary madness or takes psychic damage, you can spend a reaction to grant it resistance to psychic damage and immunity to short-term madness for 1 minute.

Group Telepathy

Starting at 6th level, you can maintain multiple telepathic connections at once. A single bonus action can target up to six creatures. If you break this connection with one creature, you break it with every creature you targeted with the same action.

Dweller in Darkness  by  Hincho Or

Dweller in Darkness by Hincho Or

Terrifying STRIKE

At 8th level, you gain the ability to endow your weapon strikes with psionic energy. Once per turn, when you hit a creature with a weapon attack, you can deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8.


At 17th level, you can use your Channel Divinity to open a portal into the Darkplane.

You may spend an action to create a 15-foot cone extending from your holy symbol. The base of the cone becomes a portal facing you, and creatures and objects within the cone are pulled through the portal into the Darkplane unless they weigh 500 pounds or more, or succeed on a Strength saving throw. Once created, the portal stays open for 1 minute, or until you use an action to close it.