TEXT:  
  Divine Domain 
  In a pantheon, every deity has influence over different 
  aspects of mortal life and civilization, called a deity’s 
  domain. All the domains over which a deity has influence 
  are called the deity’s portfolio. For example, the portfolio 
  of the Greek god Apollo includes the domains of 
  Knowledge, Life, and Light. As a cleric, you choose one 
  aspect of your deity’s portfolio to emphasize, and you are 
  granted powers related to that domain. Your choice might 
  correspond to a particular sect dedicated to your deity. 
  Apollo, for example, could be worshiped in one region as 
  Phoebus (“radiant”) Apollo, emphasizing his influence over 
  the Light domain, and in a different place as Apollo 
  Acesius (“healing”), emphasizing his association with the 
  Life domain. Alternatively, your choice of domain could 
  simply be a matter of personal preference, the aspect of the 
  deity that appeals to you most. 
       Each domain’s description gives examples of deities 
  who have influence over that domain. Gods are included 
  from the worlds of the Forgotten Realms, Greyhawk, 
  Dragonlance, and Eberron campaign settings, as well as 
  from the Celtic, Greek, Norse, and Egyptian pantheons of 
  antiquity. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dread Domain 
  Dread dwells deep within the heart of every man, a gloom 
  that darkens the visage of the brave, and reduces cowards 
  to outright terror. Dread is mankind's oldest and strongest 
  emotion, and so it empowers sinister, antediluvian gods 
  which thrive in the darkness. Clerics of Dread can seize the 
  lingering anxiety within one's soul and drive it to terror, 
  showing others their deepest fears and simply letting their 
  psyche do its work. 
       Gods of the Dread Domain are Erebus, the Shadow 
  Interminable, Somber, the Mourning God, and the Shroud, 
  God of Death and Secrets. 
  Dread Domain Spells 
  Cleric Level 
  Spells 
  1st 
  disguise self, false life 
  3rd 
  detect thoughts, see invisibility 
  5th 
  fear, slow 
  7th 
  greater invisibility, phantasmal killer 
  9th 
  antilife shell, dream 
  Bonus Proficiencies 
  When you choose this domain at 1st level, you have 
  proficiency with martial weapons and heavy armor. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
  Frightful Visage 
  Also at 1st level, you can use your action to stare into the 
  depths of a creature's soul, revealing flickering nightmares 
  in your eyes. Choose a creature within 30 feet that you can 
  see and that can also see you to make a Wisdom saving 
  throw against your cleric spell save DC. On a failed save, 
  the target is frightened of you and can't move until the end 
  of your next turn. 
       You can use this ability a number of times equal to your 
  Wisdom modifier (a minimum of once) and regain all 
  expended uses when you finish a long rest. When you reach 
  17th level in this class, you can use this ability at will. 
  Channel Divinity:                        
  Grim Exemplar 
  Starting at 2nd level, you can utter a prayer as a bonus 
  action to become an envoy of dread. You gain the 
  following benefits for 1 minute: 
   
   
   
   
   
   
   
   
   
   
   
   
   
  • Your weapon attacks deal additional psychic damage 
  equal to your wisdom modifier. 
  • Once on each of your turns, while you are in dim light 
  or darkness, you can turn invisible as a bonus action. 
  This invisibility ends at the end of your turn, or when 
  you make an attack roll or cast a spell. While invisible 
  as a result of this feature, you move silently, regardless 
  of the armor you are wearing. 
  • You add double your proficiency bonus to any 
  Charisma (Intimidation) check you make. 
  Heart of Terror 
  Starting at 6th level, your soul is intoxicated by the fear that 
  your deity invokes. You can't be frightened. In addition, 
  any creature frightened by you is considered to be under the 
  effects of the bane spell for as long as they are frightened. 
  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 psychic damage to the 
  target. When you reach 14th level, the extra damage 
  increases to 2d8. 
  Aura of Dread 
  Starting at 17th level, you emanate an aura of sheer terror 
  and dread. When you use your Frightful Visage ability, you 
  affect any number of creatures that you choose within 30 
  feet of you. In addition to the normal effects on a failed 
  save, creatures take 4d10 psychic damage, or half as much 
  on a successful save. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Dread Domain.pdf