Cleric
Base Class: Cleric

Clerics of the Rebellion Domain serve Lucifer Morningstar, the radiant fallen Lightbearer whose brilliance defies the heavens and whose pride kindles the fires of freedom. These clerics do not demand blind obedience. Instead, they offer a dangerous gift: power forged through temptation, infernal contracts, and the unyielding will to break chains.

Their divine magic reflects Lucifer’s dual nature: a dazzling light that both reveals hidden truths and blinds those who oppose it, a consuming flame that warms allies and scorches enemies alike. Through seductive charm and fiery wrath, these clerics inspire rebellion, transformation, and upheaval wherever they go.

Embracing the paradox of allure and destruction, clerics of the Rebellion Domain are agents of change. They ignite passion in the hearts of the oppressed, bind souls with infernal pacts that grant strength at a price, and stand as blazing beacons of defiance against the established order. Their presence on the battlefield is both a rallying cry and a warning: power is a choice, and every gift demands its toll.

In the face of tyranny and complacency, these clerics embody the dangerous freedom of rebellion, where glory and ruin walk hand in hand, and the light of the Morningstar guides those bold enough to seize their destiny.

Channel Divinity: Tempt or Damn

As a Magic action, you present your Holy Symbol and choose one of the following options.

Chains of Desire. You target one creature you can see within 30 feet. The target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for 1 minute. While charmed in this way, the target regards you as a trusted superior, won’t knowingly harm you, and follows your verbal commands to the best of its ability.

  • While charmed, the target has advantage on attack rolls.
  • Once on each of its turns, when it hits with an attack roll, it deals extra fire or radiant damage (your choice when you use this option) equal to your proficiency bonus plus your Wisdom modifier.
  • At the end of each of the target’s turns, it takes necrotic damage equal to your proficiency bonus. This damage is a manifestation of the charm’s power and does not break the charm effect.

The target repeats the saving throw at the end of each of its turns if it takes damage from you or your allies, ending the effect on a success. Celestials and Fiends have disadvantage on the initial saving throw.

Wrath of the Fallen. You target one creature you can see within 30 feet. The target must succeed on a Wisdom saving throw against your spell save DC or be overwhelmed by your divine wrath.

On a failed save, the target takes radiant damage equal to 3d10 + your Wisdom modifier, is frightened of you for 1 minute, suffering from the following effects while frightened:

  • Its speed is reduced to 0.
  • It has disadvantage on attack rolls, saving throws, and cannot take reactions.

The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Celestials and Fiends take an additional 1d10 radiant damage when they fail the initial saving throw.

 

Flames of Defiance. You cast Spirit Guardians without expending a spell slot, and it doesn’t require Concentration. When you cast it this way, choose Radiant or Fire damage. The spell lasts for 1 minute, and it ends early if you are Incapacitated or if you dismiss it as a Bonus Action.

In addition, the spell is empowered by your oath of defiance, gaining the following benefits for its duration.

  • When an enemy fails its saving throw against the spell, that enemy is Frightened of you until the start of its next turn. While the enemy is in the spell’s area, it can’t willingly move closer to you.
  • Allies of your choice in the spell’s area gain a 1d4 bonus to attack rolls and saving throws.

Infernal Contract

At the end of a long rest, you may forge infernal Contracts with a number of willing creatures equal to your Wisdom modifier (minimum of 1). These Contracts bind their souls to your divine authority until they finish their next long rest.

While a creature is bound by your Contract, it gains the following benefits:

  • Blessing of the Morningstar. The creature adds your Wisdom modifier to all attack rolls and damage rolls.
  • Flame of Rebellion. When the creature reduces a hostile creature to 0 hit points, it gains temporary hit points equal to your cleric level plus your Wisdom modifier.
  • Infernal Protection. The creature has resistance to fire damage and cannot be frightened.

The Contract ends when the creature finishes a long rest or when you end it as a bonus action. When the Contract ends, the creature suffers one level of exhaustion as the infernal bargain’s toll.

A creature may choose to delay finishing a long rest to maintain its Contract and avoid gaining exhaustion. While delaying a long rest, the creature does not benefit from the effects of finishing a long rest.

Infernal Command

You wield the authority of the fallen Lightbearer to enforce your infernal bargains and empower those bound to you.

Searing Retribution. When a creature bound by your Infernal Contract or charmed by you hits with an attack roll, you can use your reaction to unleash a burst of infernal flame at the target of that attack.

The target must make a Dexterity saving throw against your spell save DC. On a failed save, the target takes fire damage equal to your cleric level plus your Wisdom modifier. On a successful save, it takes half damage. If the target is a celestial or a fiend, the damage dealt is doubled.

Infernal Resilience. You have resistance to fire damage.

Fallen Majesty

As a Bonus Action, you manifest your fallen majesty for 1 minute. For the duration, you gain a Fly Speed of 60 feet, and you shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.

While the Bright Light lasts, it has the following effects:

Contracts Aflame. When a creature bound by your Infernal Contract hits with an attack while in the Bright Light, the attack deals extra Fire or Radiant damage (the attacker’s choice) equal to your Wisdom modifier (minimum of 1).

Searing Presence. When an enemy of your choice starts its turn in the Bright Light, it must make a Constitution saving throw against your spell save DC. On a failed save, it takes Radiant damage equal to your Cleric level. On a successful save, it takes half as much damage.

Writ of Defiance (Celestials). Celestials and Fiends in the Bright Light have Disadvantage on attack rolls, and they can’t regain Hit Points.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Rebellion Domain ◄𝕲𝖔𝖇𝖑𝖎𝖓► Image

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