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Punishment Domain Spells |
Cleric level |
Spells |
1st |
hellish rebuke, inflict wounds |
3rd |
heat metal, see invisibility |
5th |
bestow curse, dispel magic |
7th |
banishment, phantasmal killer |
9th |
dispel evil and good, flame strike |
Bonus Cantrips
When you select this domain at 1st level, you learn the
produce flame and true strike cantrips if you do not already
know them, and they count as cleric cantrips for you.
Eyes of the Inquisitor
Also at 1st level, your natural suspicion allows you to easily
ferret out blasphemers and heretics. You gain profiency in
Insight, and you can add double your profiency bonus when
making Wisdom (Insight) checks. When you kill a creature,
you learn what deliberate lies it has told you in the past
hour, if any.
You can use your bonus action to cast detect magic
without using a spell slot.
Once you cast this spell in this way, you can’t do so again
until you finish a short or long rest.
Channel Divinity: Ominous Dread
At 2nd level, you learn to call upon the wrath of your deity
to cast a terrible pall around you. As an action, you can
present your holy symbol and use your Channel Divinity to
unleash a wave of terror. Hostile creatures within 60 feet of
you must make a Wisdom saving throw. If a creature fails,
it is frightened of you until it ends its turn in a space at least
60 feet away from you or it causes damage to you.
Purifying Pain
At 6th level, your existence is a brand upon the flesh of
the unholy. When you deal damage to a creature, you can
choose to curse it with a holy mark. For 1 minute, whenever
the creature would take damage from any source, you can
change the damage type of that damage to radiant damage,
and if the creature is frightened, its movement speed is
halved.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip.
No Rest For The Wicked
At 17th level, your righteous fervor allows you to inflict a
terrible, debilitating punishment upon those who have
transgressed. When you use your Ominous Dread Channel
Divinity option, each creature that fails the saving throw is
frightened of you until it moves more than 120 feet away
from you, and causing damage to you does not remove the
condition.
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