Cleric
Base Class: Cleric

The Domain of the Final Mercy uniquely equips clerics to serve as arbiters of both divine judgment and infernal retribution, mediating between the forces of heavenly grace and diabolical punishment. These clerics are empowered to administer mercy and condemnation, making determinations not just on earthly matters but primarily on celestial issues, stepping in to render judgments when the heavens themselves falter or fail to act. Suited for those who perceive themselves as divine judges, clerics of this domain are pivotal in maintaining the balance between compassion and retribution, serving as armoured intermediaries in celestial conflicts.

These clerics are not only agents of divine retribution but also guardians of celestial order, often stepping in when the higher powers hesitate. Their presence is a solemn reminder of the accountability all beings, mortal and divine, must face. In a universe where celestial beings sometimes fail in their duties, clerics of the Final Mercy stand as necessary adjudicators, ensuring that justice is served in all realms.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor and intimidation.

Voice of Judgement

Starting at first level, your divine power to pronounce judgement empowers you to inspire an ally to make a weapon attack against a foe targeted by your spell. When you cast a spell of 1st level or higher targeting an enemy, an adjacent ally may use their reaction to strike the judged target. This inspirational effect is limited to one ally and one attack per spell, irrespective of the number of enemies targeted by the initial spellcast.

Channel Divinity: Radiance of the Void

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Aura of Judgement

As a cleric of the Domain of the Final Mercy, you are surrounded by an ever-present aura that subtly yet powerfully enforces divine judgment. This aura influences not only those who stand against you in battle but also those you encounter in your daily interactions, subtly shaping the world around you.

 

  • Initiation: Automatically activates upon reaching 6th level.
  • Range: 15 feet radius from your position.
  • Affected Targets: All creatures within the aura.
  • Effect: Creatures within the aura experience a deep-seated unease, resulting in disadvantage on saving throws against being frightened. This continuous effect is a testament to your authority as a divine judge, influencing both combat situations and social interactions by instilling a subtle sense of dread and awe in those around you.
  • Duration: Continuous, active as long as you remain conscious.

 

Your presence commands a potent blend of respect and fear, a reflection of the celestial judgment you embody. Individuals within your aura cannot escape the pervasive feeling of divine scrutiny. Their actions are weighed with increased caution, and their respect for your authority grows, influenced by the inherent power of your divine essence. This aura is not merely a tool for combat but a fundamental aspect of your existence, continually reminding others of the moral and ethical standards you uphold and enforce.

Channel Divinity: Impending Judgement

When you invoke your Channel Divinity as a cleric of the Domain of the Final Mercy, you release a powerful burst of divine energy that reinforces the resolve and defenses of you and your allies while enhancing your own offensive capabilities.

  • Activation: As an action using Channel Divinity.
  • Range: Affects all allies within a 15-foot radius from your position.
  • Effects:
    • Defensive Boost: You and each of your allies within range immediately gain a +1 bonus to AC and saving throws. This bonus does not act as an aura but is a one-time boost that persists for 1 minute.
    • Offensive Capability: You gain an additional 1d6 radiant or necrotic damage (chosen upon activation) to all your damage-dealing attacks for 1 minute. This bonus increases to 2d6 at level 11.
  • Duration: The defensive boost and offensive enhancement last for 1 minute.

Flavor Text: With a divine command, you unleash a potent wave of celestial energy, akin to a divine decree made manifest. This burst of sanctity fortifies those around you, imbuing them with enhanced protection that shields them from harm. Meanwhile, your own attacks carry the weight of divine wrath, meting out justice with every blow. This powerful display of divine authority not only shields but empowers, demonstrating your pivotal role in the cosmic balance between mercy and judgment.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes and cantrips with the energy of divine judgement. Once on each of your turns when you hit a creature with a weapon attack or cantrip, you can cause the attack to deal an extra 1d8 radiant or necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Judgment's Wrath

Starting at 17th level, your divine authority empowers you to mark enemies for inevitable retribution, ensuring that they cannot escape the combined wrath of you and your allies.

  • Effect: When you deal your Divine Strike damage to a creature on your turn, you can pronounce a judgment over that creature until the start of your next turn.
    • Judgment Mark: The judged creature is marked by your divine authority. The next time one of your allies hits the judged creature with an attack, the target also takes 2d8 psychic damage, and the judgment ends.
    • Frequency: You can judge a creature in this way only once per turn.

Mechanics

  1. Divine Strike Activation: On your turn, when you hit a creature with a weapon attack and apply your Divine Strike damage, you can choose to pronounce judgment on that creature.
  2. Marking the Target: The marked judgment lasts until the start of your next turn.
  3. Allied Retribution: The next time one of your allies hits the judged creature with an attack while the judgment is active, the creature takes an additional 2d8 psychic damage. This extra damage represents the weight of divine retribution.
  4. Judgment Ends: After the ally's attack that triggers the additional psychic damage, the judgment on that creature ends.

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