Cleric
Base Class: Cleric

Extinguish Evil to Bring Peace to the Moral

The Salvation Domain focuses on the explicit expungement of evil and devilry. Clerics under the devotion of Salvation Domains are fervent warriors and priests, dedicated towards the ideals of exacting holy and divine wrath upon those that inflict injustices unto the innocent and coerce immorality, corruption, and malefaction into the souls of mankind - and the like. Clerics who wield this power are often gifted fighters and inspired/dominant forces of blessed magical prowess.

Life is a precious commodity, and as such bolsters these clerics' radiant and sacred energies that guide their magical abilities. Be it upon one's own volition as a devout cleric, or a divine calling thrust upon them from beings of higher power, these clerics are unwavering in their holy mission to expel evil from their world. Gods of the Salvation Domain are they themselves bastions of good, honour, and justice. These Gods often exude authoritative power and are tempestuous entities, abhorred by personifications of evil. 

Level 3: Pious Protector

When you or a creature you see within 30 feet kills an Aberration, Celestial, Elemental, Fey, Fiend, or Undead creature, you can grant temporary hit points equal to your wisdom modifier + proficiency bonus (minimum of 1). 

Temporary hit points gained through this method do not stack. If a creature already has temporary hit points from this feature, instead replenish the hit points to their max value.

Level 3: Salvation Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Salvation Domain Spells table, you thereafter always have the listed spells prepared.

Salvation Domain Spells
Cleric Level Prepared Spells
3 Bane, Divine Favor, Divine Smite, Protection from Evil and Good
5 Aura of Vitality, Crusader’s Mantle
7 Death Ward, Fount of Moonlight
9 Hallow, Holy Weapon

Level 3: Venerated Company

As a Bonus Action, choose a creature you can see within 30 feet. That creature becomes imbued with the divine powers offered by your God. They gain one of the following effects, of your choosing:

Advantage: All attacks made on their next turn against undead creatures gain advantage.

Diviner: Their next saving throw to avoid the effects of being charmed, frightened, paralyzed or poisoned gains a bonus equal to their Proficiency bonus (minimum of one).

Radiance: Their next attack deals additional Radiant damage equal to 2d6 + your cleric level.

Ward: Until the start of your next turn, they resist one instance of bludgeoning, piercing, or slashing damage.

You may use this Bonus Action a number of times equal to your Wisdom Modifier (minimum of once).

Level 6: Devoted One's Perilous Control

You can expend a use of your Channel Divinity to allow you to cast and focus on an additional concentration spell. In doing so, you gain 2 points of temporary exhaustion*. You may expend multiple Channel Divinity charges this way to cast one additional concentration spell per charge spent; however, each use/charge causes an additional 1 point of temporary exhaustion. Spells still require the associated spell slot level to be cast.

Only by ending all of your concentration spells can you remove points of temporary exhaustion gained in this manner. 

*- (6 points of exhaustion results in immediate death)

Level 17: Martyr

The magnitude of your demise evokes the wrath and the beneficence of your God.

Whenever you fall unconscious or are forced to roll a death saving throw, allies within 100 feet of you gain the following effects:

  • Gain Temporary Hit Points equal to twice your Cleric Level
  • Add 2d10 Radiant damage to damage rolls for 1 minute
  • All Healing effects are doubled for 1 minute