Vermin Domain
Vermin Domain grants stealth, telepathy with vermin, and poison-based abilities.
- Classes
- Cleric
You exemplify the cunning, stealth, and invasiveness of vermin (rodents, scorpions, spiders, ants, and other insects). As your dedication to this domain grows in strength, you realize a simple truth: vermin are everywhere, and you are legion.
Vermin Domain Spells
Cleric Level
Spells
1st
detect poison and disease
speak with animals
, (vermin only)
3rd
spider climb
web ,
5th
conjure animals
fear (vermin only),
7th
dominate beast
giant insect (vermin only),
9th
contagion
insect plague ,
The Unseen
When you choose this domain at 1st level, you gain proficiency with shortswords and hand crossbows. You also gain proficiency in Stealth and Survival. You can communicate simple ideas telepathically with vermin, such as mice, spiders, and ants, within 100 feet of you. A vermin’s responses, if any, are limited by its intelligence and typically convey the creature’s current or most recent state, such as “hungry” or “in danger.”
Channel Divinity: Swarm Step
Starting at 2nd level, you can use your Channel Divinity to evade attackers. As a bonus action, or as reaction when you are attacked, you transform into a swarm of vermin and move up to 30 feet to an unoccupied space that you can see. This movement doesn’t provoke opportunity attacks. When you arrive at your destination, you revert to your normal form.
Legion of Bites
At 6th level, you can send hundreds of spectral vermin to assail an enemy and aid your allies. As an action, choose a creature you can see within 30 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or be covered in spectral vermin for 1 minute. Each time one of your allies hits the target with a weapon attack, the target takes an extra 1d4 poison damage. A creature that is immune to disease is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Verminform Blessing
At 17th level, you become a natural lycanthrope. You use the statistics of a wererat, though your form can take on insectoid aspects, such as mandibles, compound eyes, or antennae, instead of rat aspects; whichever aspects are most appropriate for your deity. Your alignment doesn’t change as a result of this lycanthropy, and you can’t spread the disease of lycanthropy.
Source and licence
From Tome of Heroes.
Licence: Open Game Content (OGL 1.0a).