Cleric
Base Class: Cleric

Clerics of the Redemption Domain walk the fine line between judgment and mercy. They believe that even the wicked may find salvation, but that redemption must often be earned through trial by fire. Where others see weakness, these clerics see the chance for transformation. Where others see corruption, they see chains waiting to be broken.

The faithful of this domain call upon radiant flames that punish cruelty, restrain the unrepentant, and uplift the fallen. Their magic evokes both fear and awe—reminding all who witness it that forgiveness and judgment are two sides of the same divine flame.

Many Redemption clerics are drawn to songs and sermons of fire and deliverance, carrying that message like a hymn into battle: salvation through struggle, mercy through strength, and light through fire.

Redemption Domain Spells

As you level up in the Redemption Domain, you gain the following spells: 

Cleric Level Spells 
 1st Bane, Shield of Faith 
 3rd Aid, Prayer of Healing 
 5th Crusader's Mantle, Haste 
 7th Aura of Life, Death Ward 
 9th Circle of Power, Mass Cure Wounds 

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Persuasion, Intimidation, or Performance skill (your choice).

 

Fire From Within

Also starting at 1st level, whenever you are downed, you release a wave of light that attacks all creatures of your choosing within a 10ft sphere centered on you. Each creature of your choosing must make a Constitution saving throw (Spell Save DC) and take 2d6 damage or halved if succeeded.

Damage increases dice amount whenever reached levels 5, 10, and 15.

 

Channel Divinity: Chains of the Divine

Starting at 2nd level, you can use your Channel Divinity to allow allies to be redeemed.

As an action, present your holy symbol. Choose a number of creatures you can see within 30 ft. of you, up to your Wisdom modifier. Each must make a Strength or Dexterity saving throw (your choice when you use this feature). On a failure, the creature is Restrained by radiant chains until the end of your next turn. On a success, the creature take radiant damage equal to 2d8 + your cleric level.

On their turn, restrained creatures can repeat the save at the end of their turn to end the effect.

Champion in Suffering

Beginning at 6th level, when you feel yourself faltering, the light of redemption shields you in a radiant aura.

Once per long rest, as a reaction when you take damage, you gain 1d12 temporary hit points. While these temporary hit points remain, whenever a creature deals damage to them, that creature takes radiant damage equal to half the damage dealt. This damage ignores resistance but not immunity. The aura lasts until depleted or until you finish a long rest.

At 12th level, this increases to 2d12 temporary hit points, and at 18th level, it increases to 3d12 temporary hit points.

Aiding the Weak

The kingdom of redemption grants swiftness to those in need. As an action, you can touch a willing creature (including yourself) and suffuse them with celestial energy. That creature is under the effects of the haste spell for up to 1 minute (concentration), except that when the effect ends, the creature does not suffer lethargy. 

Once you use this feature, you can’t use it again until you finish a long rest. Starting at 14th level, you can use it once per short or long rest.

Kingdom of Redemption

Starting at 17th level, due to your desire for redemption, you now have access to the Kingdom of Redemption. You may now allow yourself or an ally to increase one ability score to 30 for one minute.

This ability can only be used once a day.

 

Previous Versions

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