Base Class: Cleric
There will come a time when mercy ends.
Clerics of the Reckoning Domain serve powers who do not ask for worship—they issue summons. These deities are judges, executioners, and personifications of balance: faceless arbiters of justice, guardians of divine law, or remnants of forgotten truths. Where other clerics offer comfort or redemption, Reckoning clerics bring only consequence. They are sent not to convert, but to correct.
When the damage has been done—when peace has failed and punishment is due—it is the Reckoner who arrives. They move through war-torn fields, corrupt courts, and cursed lands like a divine audit, carrying scrolls that tally sins and hammers that silence the guilty.
Their presence is not always violent, but it is never gentle.
Some find comfort in their certainty; others see them as tyrants dressed in sanctity. But all know this: when the Reckoner speaks, judgment is already in motion.
Baleful Ledger
Divine Marks appear where Guilt is tallied; a scar on the soul until justice is carried out.
When a creature within 30 ft. of you damages you or an ally, you may use your reaction to mark them with a sigil of penance . You may maintain a number of sigils equal to your wisdom modifier (minimum 1). A creature may only have 1 sigil at a time.
When you deal damage to a creature with a sigil (via a weapon, spell, etc.), you may expend the token to deal radiant damage equal to your cleric level + your wisdom modifier.
Domain Spells
These spells are granted to you to pursue and subdue your foes in the effort of avoiding the calamity of the last Great War.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | bane, hellish rebuke, hold person, zone of truth |
| 5 | bestow curse, counterspell |
| 7 | banishment, death ward |
| 9 | flame strike, geas |
Channel Divinity: Passing Judgment
Though not always death, your sentence will be swift.
As an action, you lift your Holy Symbol high and expend a use of your Channel Divinity to brand a creature you can see within 30 feet with divine judgment. Until the end of your next turn:
- The target has disadvantage on saving throws against your Cleric spells.
- The next time it takes damage from you or an ally, it takes additional radiant damage equal to twice your cleric level.
Divine Pursuit
Nowhere to run. Nowhere to hide. Destiny arrives all the same.
When a creature within 30 ft. of you damages an ally, you can move up to half your movement speed towards them without provoking opportunity attacks. In addition, when you move within 5 ft. of a creature bearing a Sigil of Penance (or one affected by your channel divinity), they take radiant damage equal to your wisdom modifier.
Arbiter Ascendant
Take on the guise of He Who Passes Judgment. With your decree may your foes fall.
As an action you may invoke the full authority of a divine arbiter. For 1 minute you enter a transcendent state:
- You are surrounded by a 20 ft. aura. Allies within the aura gain resistance to radiant, necrotic, psychic, and force damage.
- You treat all 1s on healing dice as if they were a 4
- Radiant damage that you deal now bypasses resistance.
- Once per transformation you can cast flame strike without expending a spell slot.
Once you use this feature, you cannot do so again until you finish a Long Rest.
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