Base Class: Cleric
The Penance Domain isn’t for the faint-hearted or the sensible. More likely to yell out "Harder Daddy" than deliver a sermon, these clerics believe that pain is power and treat every bruise, break, and self-inflicted scar like a badge of honor. They’re just as likely to grin through a broken nose as they are to let out a wildly inappropriate moan at a curse, channeling their divine strength through good, old-fashioned suffering. Every hit they take—especially the ones they give themselves—only fuels their righteous power, letting them pummel enemies while shrugging off pain like it's a mild inconvenience. Why play it safe when you can bask in the glorious, empowering agony of self-sacrifice?
Penance Domain clerics don’t just tolerate pain; they thrive on it. For them, self-flagellation is better than prayer. They’ll flaunt their scars with a smirk, daring anyone to question their dedication (or sanity). Their "more pain, more gain" philosophy is a little unsettling, especially when the party member responsible for keeping you all alive is pushing you towards the most dangerous situations. Allies may wince at their masochistic methods, but these clerics are here for one thing: weaponized martyrdom. As long as there’s suffering to revel in, they’re the last ones standing—and loving every painful minute of it.
Penance Domain Spells
3rd-level Penance Domain feature
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Penance Domain Spells table, you thereafter always have the listed spells prepared.
Cleric Level | Prepared Spells |
---|---|
3 | Divine Favor, Inflict Wounds, Silence, Warding Bond |
5 | Bestow Curse, Remove Curse |
7 | Death Ward, Evard's Black Tentacles |
9 | Dispel Evil and Good, Insect Plague |
Sharing is Caring
3rd-level Penance Domain feature
Pain, sweet pain. The only true agony is letting the pain slip away, though that is but one more form of suffering you can offer your god. At the end of your turn, you present your Holy Symbol and expend a use of your Channel Divinity (no action required) to remove one condition affecting you from the list below and bestow it to another creature within 30 feet of you. You can use this ability while Incapacitated, but not Unconscious. Applicable conditions include: Blinded, Charmed (they become charmed by you), Deafened, Frightened (you become the target of the fear), Grappled (by an unseen force), Poisoned, and Prone. The target can make a saving throw against your spell save DC at the end of each of their turns for certain conditions, ending the effect of the bestowed condition on a success.
At 10th-level, the following status effects are also applicable: Burning [Hazard], Exhaustion (1 level), Incapacitated, Paralyzed, Restrained, Stunned, and the effects of the Silence spell.
The conditions to end each of the bestowed conditions are as follows:
- Constitution Saving Throw: Blinded, Paralyzed, Poisoned
- Wisdom Saving Throw: Charmed, Frightened
- Strength Saving Throw: Restrained
- Intelligence Saving Throw: Stunned
- Charisma Saving Throw: Incapacitated
- Other: Burning [Hazard] (Action), Deafened (1 minute), Exhaustion (Long Rest), Grappled (Action), Prone (half of their movement), Silence (while you remain in the affected area)
Make Me Bleed
3rd-level Penance Domain feature
Harder, you cry as you feel the delightful sting against your aching flesh. At the beginning of each of your turns (no action required), you can give yourself one of the following conditions: Deafened, Grappled (by an unseen force), or Prone. This condition lasts until the start of your next turn, unless otherwise cleared.
As a Bonus Action, you can damage yourself to increase the damage you deal with a subsequent attack. You take a number of d6s worth of radiant damage equal to your Proficiency Bonus (this damage ignores all resistances or immunities) and you can add half as much radiant damage to one attack you make this turn.
At 6th-level, the conditions you can apply to yourself increase to include: Blinded, Charmed (by an enemy of your choice within 60 feet), Frightened (by an enemy of your choice that you can see within 60 feet), and Poisoned and you can apply two conditions to yourself as part of this ability. At 17th-level, this list is further increased to include: Exhaustion (1 level), Paralyzed, Restrained, and Stunned and you can apply three conditions to yourself as part of this ability.
You Call That a Punch?
6th-level Penance Domain feature
Your aura is filled with a divine blessing from your deity, a gift for those who grant pain. When you take damage from an attack, you can use a reaction to deal 1d6 radiant damage per applicable condition afflicting you to an attacker you can see within 60 feet. Applicable conditions include: Blinded, Burning [Hazard], Charmed, Deafened, Exhaustion (counts as a single condition), Frightened, Grappled, Paralyzed, Poisoned, Prone, Restrained, and Stunned.
You can use this ability a number of times equal to your Proficiency Bonus and regain all expended uses on a Long Rest.
Sweet Release
6th-level Penance Domain feature
The most sacred duty of your order is to make sure that your suffering does not travel with you to the grave. When you would be knocked Unconscious, you can force your attacker to make a Constitution saving throw against your spell save DC (no action required). On a failure, all applicable conditions are removed from you and given to your attacker. Applicable conditions include: Blinded, Burning [Hazard], Charmed (they become charmed by you), Deafened, Frightened (you become the target of the fear), Grappled (by an unseen force), Paralyzed, Petrified, Poisoned, Prone, Restrained, and Stunned.
The conditions to end each of the bestowed conditions are as follows:
- Constitution Saving Throw: Blinded, Paralyzed, Petrified, Poisoned
- Wisdom Saving Throw: Charmed, Frightened
- Strength Saving Throw: Restrained
- Intelligence Saving Throw: Stunned
- Charisma Saving Throw: Incapacitated
- Other: Burning [Hazard] (Action), Deafened (1 minute), Grappled (Action), Prone (half of their movement)
Once you use this ability, you must finish a Long Rest before doing so again.
Improved Make Me Bleed
6th-level Penance Domain feature
Your Make Me Bleed ability has improved, allowing you to give yourself two conditions at the start of your turn. The list of applicable conditions has also increased to include: Blinded, Charmed (by an enemy of your choice within 60 feet), Frightened (by an enemy of your choice that you can see within 60 feet), and Poisoned.
Divine Suffering
17th-level Penance Domain feature
You like to reward worthy enemies who have bestowed the most glorious pain upon you. When you become Bloodied, you can immediately use a reaction to deal radiant damage to one creature you can see within 60 feet of you. The damage is equal to the difference between your current Hit Points and your Hit Point Maximum. Once you use this ability, your Hit Points immediately drop to 0 and you must finish a Long Rest before using this ability again.
Improved Make Me Bleed
17th-level Penance Domain feature
Your Make Me Bleed ability has improved further, allowing you to give yourself three conditions at the start of your turn. The list of applicable conditions has also increased to include: Exhaustion (1 level), Paralyzed, Restrained, and Stunned.

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