Base Class: Cleric
Mercy can mean promoting healing instead of harm, but it can also mean ending suffering with a quick death. These often-contradictory ideals are the two sides of mercy. The tenets of deities who embody mercy promote ways to end bloody conflicts or deliver healing magics to those in need. While mercy for some may be benevolent, or others it is decidedly not so. More pragmatic mercy gods teach the best method to relieve the agony and torment brought on by monsters and the forces of evil is to bring an end to them.
Mercy Domain Spells
|
Cleric Level |
Spells |
|
1st |
divine favor, healing word |
|
3rd |
aid, ray of enfeeblement |
|
5th |
dying breath, revivify |
|
7th |
death ward, sacrificial healing |
|
9th |
antilife shell, raise dead |
Bonus Proficiencies
When the cleric chooses this domain at 1st level, you take your place in line between the two aspects of mercy: healing and killing. You gain proficiency in the Medicine skill and with the poisoner's kit. In addition, you gain proficiency with heavy armor and martial weapons.
Reaper
Also at 1st level, when you hit a creature that doesn't have all of its hit points with a melee weapon attack, the weapon deals extra radiant or necrotic damage (your choice) equal to your proficiency bonus.
Channel Divinity: Involuntary Aid
Starting at 2nd level, the cleric can use Channel Divinity to wrest the lifeforce from an injured creature and use it to heal allies. As an action, you present your holy symbol to one creature you can see within 30 feet of you that doesn't have all of its hit points. The target must make a saving throw, taking radiant or necrotic (your choice) equal to three times your cleric level on a failed save, or half as much damage on a successful one. Then, one friendly creature of your choice that you can see within 30 feet of you regains a number of hit points equal to the amount of damage dealt to the target.
Bolster the Living
Starting at 6th level, you gain the ability to manipulate a portion of the lifeforce that escapes a creature as it perishes. When a creature you can see dies within 30 feet of you, you can use your reaction to channel a portion of that energy to a friendly creature you can see within 30 feet of you. The friendly creature gains a bonus to attack and damage rolls equal to your proficiency bonus until the end of your next turn.
Strike of Mercy
At 8th level, you gain the ability to infuse your weapon strikes with the dual nature of mercy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 necrotic or radiant (your choice) to the target. If the target dies from the attack, a friendly creature you can see within 5 feet of you regains hit points equal to half the damage dealt. If no friendly creature is within 5 feet of you, you regain the hit points instead. When you reach 14th level, the extra damage increases to 2d6.
Hand of Grace and Execution
Starting at 17th level, you imbue the two sides of mercy into your spellcasting. Once on each of your turns, if you cast a spell that restores hit points or deals damage to another, you can add your proficiency bonus to the amount of hit points restored or damage dealt.
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