Corruption Cleric

Corruption Clerics channel divine magic through dark and twisted means, drawing power from the corrupted aspects of the divine. They use this energy to weaken enemies and manipulate life force, offering a sinister approach to their abilities.


Corruption Clerics thrive on malevolent energy, inflicting debilitating curses and siphoning vitality from foes. If you seek a character that perverts sacred magic with malevolent intent, the Corruption Cleric is your ideal choice.

Corruption Cleric Features By Level

Code copied to clipboard!
Tainted Touch
1st Level Feature
You gain proficiency in the Intimidation skill, reflecting your unnerving presence and dark outlook.

Additionally, As an action, make a melee spell attack. As an action, make a melee spell attack against a creature. On a hit, the target takes 1d6 + your Charisma modifier necrotic damage and must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of your next turn. The damage die increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Dark Resurgence
3rd Level Feature
Whenever a creature takes necrotic damage from you, it suffers a –2 penalty on its attack rolls and saving throws until the end of your next turn. This effect does not stack if the creature is hit with necrotic damage multiple times in the same round.
Soul Siphon
6th Level Feature
Whenever you deal necrotic damage to a creature, you gain temporary hit points equal to your proficiency bonus.
Aura of Corruption
10th Level Feature
Enemy creatures that start their turn within 10 feet of you take Necrotic damage equal to your Cleric level.
Corrupt the Wicked
14th Level Feature
You ignore resistance to Necrotic damage. Immunity becomes resistance against you.
Throne of Blight
19th Level Feature
Your presence distorts the minds of those touched by your necrotic power. When you deal necrotic damage to a creature on your turn, it must succeed on a Charisma saving throw against your spell save DC or be charmed by you until the end of your turn.

While charmed in this way, you can use your bonus action to command the creature to move up to its speed and make one weapon attack against a target of your choice within its reach. The attack uses the creature's own attack and damage modifiers.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Share by: