Cleric
Base Class: Cleric

The tenets of the Goddess of Puppetry and Vengeance teach that no wrongdoing, however slight, should go unpunished. There are many who believe that such senseless retribution could hardly be considered just, and even many of the goddess's own followers refer to her as a dark goddess. Regardless of the morality of her tenets, however, the goddess's followers have the upmost devotion to her, especially those who want nothing more than to see those who have wronged them punished.

Domain Spells

You gain domain spells at the cleric levels listed in the Vengeance Domain Spells table. See the Divine Domain class feature for how domain spells work.

Vengeance Domain Spells
CLERIC LEVEL SPELLS
1st Charm Person, Hellish Rebuke
3rd Enthrall, Suggestion
5th Bestow Curse, Hypnotic Pattern
7th Death Ward, Guardian of Faith
9th Animate Objects, Dominate Person

 

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with the persuasion and deception skills.

Blessing of Vengeance

Also starting at 1st level, you receive divine protection from the Goddess of Puppetry and Vengeance that delivers retribution upon your attackers. Whenever another creature causes you to take damage, you can use your reaction to force that creature to make a WIS saving throw. On a failure, it receives damage equal to half of the damage you took, ignoring any resistances or immunities it may have. Damage caused by this feature cannot be reflected in this way.

You can use this feature a number of times equal to your WIS modifier, regaining spent uses upon finishing a long rest.

Channel Divinity: Final Reprisal

Starting at 2nd level, you can use your Channel Divinity when you fall in combat to leave a curse on your foes as a final act of vengeance.

When another creature causes you to drop to 0 hit points, you can force your attacker to make a WIS saving throw or be cursed for 1 hour. A cursed creature suffers a penalty to all attack rolls, ability checks, saving throws, AC, and spell save DC (if any) equal to half your proficiency bonus, rounded up. This curse does not stack with similar effects, and can be removed by a remove curse spell or similar magic.

Channel Divinity: Make Puppet

At 6th level, you can use your Channel Divinity to bind other creatures as if they were your puppets. When you perform an act that causes a non-hostile creature within 30 feet of you to feel indebted towards you (e.g. healing it), you can attempt to bind that creature as your puppet. The creature must succeed on a WIS saving throw or become charmed by you. A creature that is aware that you possess this power has advantage on the saving throw, and creatures that are immune to being charmed or have an INT score of 3 or lower are unaffected. A creature that has become your puppet idolizes you, speaks glowingly of you to anyone who speaks to it, and hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf.

The creature is freed from your influence after 8 hours or when it feels that its debt to you has been repaid. The effect can also be dispelled by a dispel magic spell or similar magic. Its memories of the time it spent as a puppet will feel fuzzy to it. You can also give a single command to your puppet, which it can understand regardless of whether it shares a language with you; it will do its best to follow your order, and will be freed after completing it. The puppet can choose to resist a command that goes against its nature; if it does so, it takes 1d4 psychic damage and makes a WIS saving throw, breaking free from your influence on a success. Once freed, a creature is immune to this feature for 30 days.

You can have up to a number of puppets equal to your WIS modifier at any one time. Creating more puppets while you already have the maximum number will cause previous puppets to be freed, starting with the earliest.

Potent Spellcasting

Starting at 8th level, you add your WIS modifier to the damage you deal with any cleric cantrip.

Improved Blessing of Vengeance

Starting at 17th level, the divine protection you receive from the Goddess of Puppetry and Vengeance grows more potent. When you use your Blessing of Vengeance to reflect damage, your attacker now takes the full damage it dealt to you on a failed saving throw, and half damage on a success.

You also gain the ability to use your Blessing of Vengeance to reflect certain negative conditions. When another creature causes you to become blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, or unconscious, you can use your reaction before the condition takes effect to spend a use of Blessing of Vengeance to force your attacker to make a WIS saving throw. On a failure, you inflict the condition on your attacker as well, and the condition lasts until you recover from it, or another effect removes it. This feature fails and the Blessing of Vengeance use is wasted if the attacker is immune to the condition.

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