Aberrant Form
At 1st level, your deity blesses you with an aberrant limb: a
tendril, eyestalk, claw, or other appendage suited to your deity.
Your aberrant limb can move up to 30 feet away from your
body, pass through spaces as small as 1 inch in diameter, and
carry or lift up to 10 pounds. In addition, you can see through
it as though you occupied its space (no action required).
Using your aberrant limb, you can interact with objects
within 30 feet of you (such as opening an unlocked door or
container, giving or taking an object, or peering around a
corner or over a wall).
Whispers From The Void
Also at 1st level, you can speak, read, and write Deep Speech.
You can communicate telepathically with any creature that
understands Deep Speech while it is within 100 feet of you.
Channel Divinity: Maddening Cacophony
At 2nd level, your Channel Divinity rends your foes' minds
with maddening energy from beyond the stars. As an action,
you speak the name of your deity, forcing hostile creatures
within 10 feet of you to make a Wisdom saving throw against
your spell save DC.
Each creature that fails takes psychic damage equal to 2d8
+ your cleric level and must use its reaction to move up to
half its movement speed away from you (this movement
doesn't provoke opportunity attacks or force a creature to
Eldritch Domain move into obviously hazardous terrain).
The eldritch domain is granted to the clerics of forgotten or A creature that succeeds on its Wisdom saving throw takes
banished deities such as Cthulhu, Dendar the Night Serpent, half damage and isn't forced to move.
imprisoned titans, and Elder Gods from beyond the stars.
Such deities were old when the multiverse was young, and Mutation of Mind and Flesh
possess the keys to its inner workings. At 6th level, your deity warps your brain and body to its will.
Eldritch deities send forth clerics to grow their secret cults You gain resistance to psychic damage, and you can use your
and open the forbidden seals that will permit their return. bonus action to attack your foes with your aberrant limb.
They grant their clerics the power to mutate their flesh, shred When you do, make a melee spell attack against a creature
the minds of their foes, and warp the fabric of reality. within 30 feet of you. On a hit, the creature takes magical
bludgeoning damage equal to 1d8 + your Wisdom modifier as
Eldritch Domain Spells your aberrant limb strikes it, and it is pulled up to 10 feet
Cleric Level Spells closer to you if its size is Large or smaller.
1st arms of hadar, dissonant whispers You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once) and you regain all
3rd alter self, crown of madness expended uses when you finish a long rest.
5th fear, hunger of hadar
7th black tentacles, phantasmal killer Divine Strike
At 8th level, your weapon strikes attack your foes' sanity.
9th dream, telekinesis 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
Art: John Beardify (Midjourney) This work contains material that
psychic damage to the target. When you reach 14th level, the
is copyright Wizards of the Coast and/or other authors. Such
extra damage increases to 2d8.
material is used with permission under the Community Eldritch Ascension
Content Agreement for Dungeon Masters Guild. All original At 17th level, you gain immunity to psychic damage, and your
material in this work is copyright 2022 by John Beardify and aberrant limb becomes more powerful:
published under the Community Content Agreement for The damage dealt by your aberrant limb increases by 1d8.
Dungeon Masters Guild.
Your aberrant limb can deliver your cleric spells with a
range of touch to targets within 30 feet of you.
When you cast a cleric spell of 1st level or higher, you can
make an attack with your aberrant limb as a bonus action.