Base Class: Cleric
Cleric Domain: Redemption
Divine Patron: Lillia, Deity of Redemption and Cosmic Justice
Symbol: A scale over cooling embers
Alignment Tendency: Lawful Neutral, Neutral Good, Lawful Good
The Redemption Domain
“Mercy is not forgiveness. It is the removal of excuses.”
The Redemption Domain is among the youngest recognized clerical traditions in the modern age, emerging only after the fall of Oba. Unlike ancient faiths shaped by centuries of doctrine and distance from consequence, Redemption was born from recent history, living witnesses, and the undeniable truth that mercy reveals more than suffering ever could.
Lillia was stolen as an infant by agents of Oba’s army, sealed within a containment cradle aboard a transport vessel and destined to become the living core of a siege engine. The ship never reached its destination. It burned, broke apart, and sank—yet from the flooding, flame-choked wreck, the Leviathans of Iron recovered a single survivor. They named her Lillia, a designation meaning that which endures pressure and remains. Saved by iron but never showing mercy to enemies, she grew with unnatural swiftness after an unknown event, rising to become a decisive force in the events that would culminate in Oba’s downfall, even beyond her death, her legacy shaping judgment long after her mortal end.
Centuries later, a man once devoted to the Church of Ra was turned away from its doors. His failing was not heresy, but fear: he could not bring himself to shave his childs life from a fire terrified the blaze might take his life. That night, a silvery maul appeared before him—its head shaped like a wolf’s skull, coal and embers glowing within its open maw. Rather than flee or deny the omen, the man grasped the weapon.
“I saw her,” he would later say. “She stood before me—tall, radiant, warm—and I knew in that moment what true fear was.”
He remembered her words as clearly as his own voice:
“A man who fears pain more than failure will experience both.”
In that moment, he chose not absolution, but redemption.
He would be known thereafter as Saint Moral Coalbound,
the First Redeemer,
Grand Redeemer of Lillia,
Bearer of the Silvery Maul,
and First Saint of Redemption—
The man who did not run when judgment appeared, but accepted the weight of it, and was redeemed.
From this truth, the Redemption Domain was born.
Doctrine of Lillia
Clerics of Redemption believe a soul cannot be judged while desperate, broken, or afraid. Only once suffering is relieved does intent become clear. Healing is therefore not absolution—it is an invitation to choose.
“We heal first so the lie has nowhere left to hide.”
Redemption clerics keep meticulous records. Names, wounds, cures, and outcomes are written down. Judgment, when it comes, is never impulsive.
How the World Sees Them
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Life Domain clerics accuse them of weaponizing compassion
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Light Domain clerics find them cold and restrained
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Grave clerics often respect them deeply
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Paladins are divided between admiration and unease
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Soldiers and mercenaries trust them exactly once
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Fiends despise them
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Celestials treat them cautiously
“If they stop healing you, it’s already over.”
— Common saying in post-Oban borderlands
They are rarely loved. Frequently invited. Never ignored.
Redemption Domain Features
Domain Spells
You always have these spells prepared; they don’t count against the number of cleric spells you can prepare.
| Cleric Level | Spells |
|---|---|
| 1st | Sanctuary, Cure Wounds |
| 3rd | Lesser Restoration, Calm Emotions |
| 5th | Beacon of Hope, Revivify |
| 7th | Aura of Life, Compulsion |
| 9th | Greater Restoration, Hold Monster |
Offer of Redemption
When you restore hit points to a hostile creature, choose one of the following effects until the end of the creature’s next turn:
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Disadvantage on the next attack roll it makes
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Speed becomes 0
-
Cannot take reactions
If the creature does not deal damage before the end of its next turn, it gains temporary hit points equal to your Wisdom modifier + your cleric level.
Eyes of Lillia
As a bonus action, you mark one creature you can see within 30 feet for 1 minute. You learn whether the creature is Redeemable or Condemned (DM discretion).
-
You cannot restore hit points to a Condemned creature
-
Once per turn, when you deal radiant damage to a Condemned creature, you deal extra radiant damage equal to your Wisdom modifier
Channel Divinity: Mercy or Judgment
As an action, you present your holy symbol and choose one option:
Mercy
Creatures of your choice within 30 feet regain hit points equal to 2d10 + your cleric level. If a hostile creature healed this way deals damage before the end of its next turn, it takes radiant damage equal to the hit points it regained.
Judgment
Choose one creature you can see within 30 feet that you healed or cured during this encounter. It must make a Charisma saving throw. On a failure, it is restrained until the end of your next turn and takes radiant damage equal to 2d10 + your cleric level.
Cleansing Burden
When you end a condition or curse on a hostile creature using a spell:
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The creature takes radiant damage equal to twice the spell’s level
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If it refrains from hostile actions until the end of its next turn, it instead gains advantage on its next saving throw
Until the end of your next turn, the creature cannot knowingly speak a lie to you.
Potent Spellcasting
You add your Wisdom modifier to:
-
The damage you deal with cleric cantrips
-
The hit points you restore to hostile creatures
Call of Coal
When a creature you restored hit points to or cured of a condition within the last 2 rounds knowingly deals damage to you or an ally, you can use a bonus action to invoke Call of Coal.
A divine maul of silver, coal, and radiant fractures appears in your hands for 3 rounds.
While Call of Coal is Active
-
You cannot restore hit points
-
You cannot remove conditions
Maul Damage (Per Hit)
-
1d20 radiant damage + 5
-
+1 to damage rolls per creature you healed in the last 2 rounds
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+1d20 for every full 10 hit points you restored in the last 2 rounds
This damage ignores resistance to radiant damage. Attacks against a creature that betrayed your mercy have advantage, and the first hit you score against that creature each round is a critical hit.
When Call of Coal ends, you gain one level of exhaustion.
No prayer is spoken. The ledger is closed.
Final Truth
Clerics of Redemption heal first. Always.
That is why their judgment is final.
Because no one can ever say
they were not given a chance.
Domain Spells
You always have these spells prepared; they don’t count against the number of cleric spells you can prepare.
| Cleric Level | Spells |
|---|---|
| 1st | Sanctuary, Cure Wounds |
| 3rd | Lesser Restoration, Calm Emotions |
| 5th | Beacon of Hope, Revivify |
| 7th | Aura of Life, Compulsion |
| 9th | Greater Restoration, Hold Monster |
Offer of Redemption
When you restore hit points to a hostile creature, choose one of the following effects until the end of the creature’s next turn:
-
Disadvantage on the next attack roll it makes
-
Speed becomes 0
-
Cannot take reactions
If the creature does not deal damage before the end of its next turn, it gains temporary hit points equal to your Wisdom modifier + your cleric level.
Eyes of Lillia
As a bonus action, you may mark a creature for 1 minute.
You learn whether it is:
-
Redeemable
-
Condemned (willing, knowing, irredeemable cruelty)
Against Condemned creatures:
-
You cannot heal them
-
Your radiant damage gains bonus damage equal to your Wisdom modifier (once per turn)
Channel Divinity: Mercy or Judgment
As an action, you present your holy symbol and choose one option:
Mercy
Creatures of your choice within 30 feet regain hit points equal to 2d10 + your cleric level. If a hostile creature healed this way deals damage before the end of its next turn, it takes radiant damage equal to the hit points it regained.
Judgment
Choose one creature you can see within 30 feet that you healed or cured during this encounter. It must make a Charisma saving throw. On a failure, it is restrained until the end of your next turn and takes radiant damage equal to 2d10 + your cleric level.
Cleansing Burden
“Every life you save adds weight to the final verdict.”
Your power grows heavier with every act of mercy. Radiant damage you deal becomes more potent, and the healing you grant to hostile creatures strengthens the judgment you may later deliver. Mercy is no longer light—it accumulates.
When you remove a condition from a hostile creature:
-
It takes radiant damage equal to twice the spell’s level
-
If it refrains from violence, it gains advantage on its next save
It also cannot lie to you until the end of your next turn.
Redemptive Spellcasting
You add your Wisdom modifier to:
-
The damage you deal with cleric cantrips
-
The hit points you restore to hostile creatures
Call of Coal
When a creature you restored hit points to or cured of a condition within the last 3 rounds knowingly deals damage to you or an ally, you can use a bonus action to invoke Call of Coal.
A divine maul of silver, coal, and radiant fractures appears in your hands for 3 rounds.
While Call of Coal is Active
-
You cannot restore hit points
-
You cannot remove conditions
Maul Damage (Per Hit)
-
1d20 radiant damage + 5
-
+1 to damage rolls per creature you healed in the last 2 rounds
-
+1d20 for every full 10 hit points you restored in the last 2 rounds
This damage ignores resistance to radiant damage. Attacks against a creature that betrayed your mercy have advantage, and the first hit you score against that creature each round is a critical hit.
When Call of Coal ends, you gain one level of exhaustion.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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2/4/2026 8:22:51 PM
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83
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9
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Coming Soon
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