Cleric
Base Class: Cleric

Those who follow the flagellant domain have seen the evil in themselves and the world and swear to burn it out at any cost.

Domain Spells

Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Cleric level          Spells

1st                        Absorb Elements, Command

3rd                        Blindness/Deafness, Hold Person

5th                        Fear, Vampiric Touch

7th                        Death Ward, Aura of Purity

9th                        Dominate Person, Wall of LIght

 

Repentant Strikes

When you choose this domain at 1st level, you gain proficiency with martial weapons. Your deity also blesses you with additional magic to bring your foes to justice. You learn the Green Flame Blade and Booming Blade cantrips; their range increases to 10 ft if the melee weapon used in the spell's casting has the reach property and their damage type changes to radiant.

Tireless Justice

At 1st level your divine magic allows you to recover quicker from injury, granting you the following benefits:

  • When you spend your hit dice to recover HP, you recover twice as much.
  • When a character finishes a short rest, you may remove a level of their exhaustion.
  • When a character finishes a long rest, you may cleanse all exhaustion from them.

Channel Divinity: Rapture

When you reach 2nd level in this class, your unbreakable faith manifests physically in the ability to power through wounds that would be lethal to most. When you reach 0 HP you may spend your channel divinity to become rapturous instead of becoming incapacitated. While rapturous you make death saving throws at the end of each turn and receive a failure on a death save if you take any damage. If you receive two death saving throw failures your rapture ends and you become incapacitated and continue making death saves as a character dying normally does. Your rapture ends if you become incapacitated or recover any HP. If you have 3 successful death saves at the end of your turn while rapturous, you may choose to recover 1 HP, or you may remain at 0 HP and continue making death saves. You may only use this channel divinity once, but you regain your ability to do so when you finish a short or long rest.

Strong Soul

At 6th level your divine magic binds your soul more closely with your body, making it more difficult for death to take you. You may add your wisdom modifier to your death saving throws, and when you receive a failure on a death saving throw you may take a level of exhaustion to turn it into a success. Additionally, when you recover HP while at 0 HP you gain temporary HP equal to twice your cleric level.

Revenge

When you reach 8th level in this class, your pain blesses your attacks. When you hit an enemy with a melee weapon attack you deal 1 additional point of radiant damage for every 5 hit points you are below your maximum. This total ignores temporary HP.

Revelation

At 17th level, your soul has become so intertwined with your body that almost nothing can separate them. When you receive a success on a death saving throw and are not incapacitated you may cast a 1st 2nd, or 3rd level spell you currently have prepared with a casting time of one action at 3rd level without consuming a spell slot as a reaction instead of taking the success. You also ignore the negative effects of exhaustion while rapturous, but they apply as normal as soon as your rapturous state ends. 

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