Cleric
Base Class: Cleric

Gods of the rage domain, such as Gruumsh, Lyssa, Ira, and Yenoghu, all seek to sow discord and destruction in the realms. They seek not just was, but the fury that inspires it, and the wrath it inspires.

Domain Spells

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

Order Domain Spells

Cleric Level

Spells

1st

burning hands, chaos bolt

3rd

mind spike, spiritual weapon

5th

fireball, crusader's mantle

7th

sickening radiance, confusion

9th

synaptic static, steel wind strike

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.

Spread the Hatred

Starting at 1st level, your spells can provoke the primal fury slumbering within an ally. When you damage an ally with a spell of 1st level or higher, that ally' s next attack deals additional psychic damage equal to the damage they took from that spell. If the spell damaged more than one ally, you choose the ally who gains this benefit.

Channel Divinity: Wrath of God

Starting at 2nd level, you can use your Channel Divinity to inspire blind fury within others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you has their strength ability modifier doubled, and their intelligence and charisma ability modifiers halved, rounding down for 1 minute. An unwilling creature may make a wisdom saving throws against your spell save DC to prevent this effect.

Incite Cruelty

At 6th level, you become extraordinarily adept at channeling divine energy to inflame the fury in others.

When you cast a damaging spell of 1st level or higher, the target of that spell must make a wisdom saving throw against your spell save DC or move to its nearest ally and make a melee attack against them. If the spell affects multiple targets, you may choose a number of them up to your Wisdom modifier to make the saving throw.

Divine Strike

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

Zealous Persecution

Starting at 17th level, you may label a single target as the source of the world's problems. In doing so, you draw out the fury of your allies, and focus it to a single purpose: That One Dies.

On your turn, you may use a bonus action to mark a single creature. All attack rolls against that target have advantage. It has disadvantage on all saving throws. These effects last until either it dies or you become incapacitated or die. Melee attacks against them add a d20 to their damage rolls. All other sources of damage add a normal damage die. You may not do this again until you finish a long rest, and you may not have more than one creature marked at a time.

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