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Retribution Domain Spells |
Cleric Level |
Spells |
1st |
inflict wounds, hellish rebuke |
3rd |
enlarge/reduce, spiritual weapon |
5th |
phantom steed, fear |
7th |
locate creature, phantasmal killer |
9th |
raise dead, scrying |
Bonus Proficiencies
When you select this domain at 1st level, you gain
proficiency in martial weapons and heavy armor.
Vengeful Retaliation
Also at 1st level, your fervor allows you to strike down those
who have wronged you. When a creature within 10 feet of
you damages you, you can use your reaction to make one
weapon attack targeting that creature.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Channel Divinity: Instrument of Revenge
At 2nd level, you can call upon the power of your deity to
grant a vengeful blessing to those who have been hurt.
When you see a friendly creature take damage from another
creature, you can use your Channel Divinity using your
reaction to bless your ally. For the next hour, the target
always knows the location of the creature that damaged
it, the target’s weapon attacks against this creature deal
an extra 1d4 radiant damage, and whenever the creature
takes an action that the target can see, the target can use its
reaction to move up to its speed towards the creature.
Fly Havoc
At 6th level, your deity grants you the wings of an avenging
angel. You can use your bonus action to expend a spell slot
of 1st level or higher, causing wings to appear at your back.
These wings pass harmlessly through armor and equipment
but are hard as steel, granting you a flying speed of 60 feet
and the benefits of a shield. The wings remain for a number
of rounds equal to twice the level of the spell slot expended.
Divine Strike
At 8th level, your attacks are empowered with divine
judgment. 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 radiant or necrotic damage (your choice)
to the target. When you reach 14th level, the extra damage
increases to 2d8.
At Any Cost
At 17th level, you refuse to perish without first destroying
your adversaries. When you are reduced to 0 hit points, you
can choose to immediately take an additional turn. When
you do, you gain one level of exhaustion after the turn ends.
If you are still at 0 hit points when you end that turn, you
fall unconscious as normal unless you use this feature again.
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