Cleric
Base Class: Cleric

The Gods of the Multiverse channel many powerful domains of existence, the strength of storms, the wrath of nature and control of the energies of life and death; but just as powerful as these raw universal constants is the raw unquenchable rage of mortals. Gods of this domains fuel the rage of their followers, encouraging them to endulge in their primal urges. Gods who call rage their dominion also encompass the storm of battle and the determination of humainty to survive.

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.

Rage Domain Spells
Cleric Level Spells
1st armor of agathys, hellish rebuke
3rd branding smite, crown of madness
5th elemental weapon, fear
7th death ward, staggering smite
9th destructive wave, immolation

Bonus Proficiency

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

Ferocious Tenacity

From 1st level, your strikes are guided and focussed by your rage and your deities. Once per turn, when you miss an attack roll with a melee weapon, you may choose to deal half as much damage as a successful hit.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Rampage

Starting at 2nd level, you can use your Channel Divinity to become a vessel for divine fury.

You grasp your weapon as it begins to burn with divine rage. When you hit a creature with a melee weapon attack, you can use your Channel Divinity to deal extra damage equal to twice your cleric level. If the attack reduces a creature to 0 hit points, you may immediately use your bonus action to move up to half your movement toward a hostile creature.

Focused Fury

Starting at 6th level, your deity steels your mind and body in battle. You gain the following benefits:

  • You have advantage on saving throws against being charmed and frightened.
  • Whenever you make a Strength, Dexterity, or Constitution saving throw that doesn't already include your proficiency bonus, you gain a bonus to the saving throw equal to half your proficiency bonus (round up).

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine rage. 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Brand of The Venator

At 17th level, you call upon holy vengeance upon your foes, slaying them with might and steel. When an enemy reduces a friendly creature you can see within 60 feet to 0 hit points, you can use your reaction to brand that creature with a divine mark for 1 minute. While a creature is branded in this way you gain the following benefits:

  • You have advantage on attack rolls against the branded creature.
  • Your weapon attacks against the branded creature attacks score a critical hit on a roll of 19 or 20.
  • You have resistance to all damage dealt by the branded creature.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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