Base Class: Cleric
These warriors have the martial prowess to enforce the divine judgement entrusted to them by using any means necessary to ensure the enemy they face does not make it out alive. There are exceptions however. Clerics of this domain, while blind, are excellent at getting the truth out of their enemy. Their fearsome presence and often the wrath of the God that stands behind them creates all the reason for the person or creature to speak their truths.
These warriors differ greatly from one to the other. They will take any means necessary to destroy their quarrel, even if that means dealing with elemental forces or summoning demons to do their bidding. These Clerics excel at extorting truth and putting the fear of God into them. Some Clerics of other orders might find their methods brash, but they are highly effective in both exterminating threats and protecting the lives of the innocents.
Should someone wish or attempt to kill them, they will show no mercy. Oathkeeper Clerics arent inherently evil, but it’s rare that any of them are strictly good. Most of the Clerics of this domain are neutral or evil, and almost all of them tend to walk the line of law.
Deities of the Oathkeepers include Asmodeus, Bahamut, Bane, Forseti, Helm, Tempus, and Tyr, among others. Some even consider the Raven Queen — given her strict philosophy of life and death — to number among their ranks. What exactly constitutes justice and balance is realistically a matter of opinion, and therefore deities and their followers interpret their roles differently, depending on the deity that they worship.
Oathkeeper Domain Spells
Cleric Level | Spells
1st | Compelled Duel, Shield
3rd | Dragon’s Breath, Phantasmal Force
5th | Blinding Smite, Slow
7th | Blight, Oathkeeper’s Defense
9th | Holy Weapon, Wall of Stone
Blessings of the Oath
When you choose this domain at 1st level, you gain proficiency in the Perception skill. When you use this skill you add double your proficiency.
Blinded Oath
The gods of the Oathkeeper Domain demand an egalitarian spirit from those who serve them; neither favoritism nor bias have any influence on their agents of judgment. Therefore, when you choose this domain at 1st level, you undergo a special ritual during which your eyes are physically destroyed (by physical gouging, burning with acid, fire, or a brand, etc.) in a gesture of ultimate devotion to the ideals of justice: that all creatures are equal in the eyes of the gods, and that only their actions shall be judged. You remain permanently blind from this point onward, and not even a regenerate spell can restore your physical vision.
In exchange for this show of devotion, your deity bestows upon you the gift of blindsight out to a range of 30 feet, and you gain all the benefits and suffer all the consequences thereof. For example, making an attack against an enemy who is invisible or shrouded in darkness doesn't impose disadvantage on your attack roll, but the maximum range of any attack you make or spell you cast is limited to the range of your blindsight. You also gain the ability "Keen Sense". You have advantage on any perception check when listening to your surroundings.
Channel Divinity: Divine Presence
Starting at 2nd level, you can emit a bright light radiating from your dead eyes that shine in a bright light for 30 feet and dim light for an additional 30 feet. For the purposes of the beam, it is a 60 foot long, 15 foot wide cone. Anyone in the cone must make a wisdom saving throw or take 4d8 radiant damage. On a failed save they take full damage and are now frightened of you for 1 minute. On a success they take half damage and are not frightened.
Channel Divinity: Intelligent Extraction
At 6th level, you can use your Channel Divinity to stand in judgment of others, marking them with a magical brand. You can use an action to force a creature you can sense within 60 feet of you and who isn't behind total cover to make a Wisdom saving throw. If it succeeds, nothing happens, and one use of your Channel Divinity has been expended. If it fails, you learn from the DM one damage immunity or resistance that it has, if it has any at all. Once you gain this knowledge, you can — as part of the same action — brand the target, applying one of the following effects.
- If the creature has immunity to a damage type, you can turn that immunity into resistance.
- If the creature has resistance to a damage type, you can remove that resistance.
- If the creature has no resistance or immunity to any damage types, you can inflict it with vulnerability to radiant or necrotic damage.
This brand remains seared into your target for 1 minute or comes under the effect of the dispel magic spell, which succeeds automatically in removing the brand, regardless of what level at which it is cast.
Passing Judgement
At 8th level, you gain the ability to infuse your weapon strikes with mind altering energy. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Keeper of the Gods
Beginning at 17th level, you have proven yourself beyond what your God ever believed. You have been gifted a mighty boon from your god. From 17th level you gain an additional damage die on all spells level 3 and below that deal damage You also learn a 5th level spell.
Keeper of the Gods
- Level 5
- School: Enchantment
- Time: 1 Bonus Action
- Range: Self
- Components: V
- Duration: Instantaneous
As a bonus action, a Cleric may send the energy of their life pool into their weapon or spell. This spell can be used once per short rest as it causes extreme stress on the caster. Whenever you hit a creature with a weapon attack or a spell that deals damage, you can add 4d10 radiant damage. When you use this it immediately takes 15 HP from your Hit Point maximum. This amount cannot be reduced by any means. Once you use this bonus action you must immediately make a weapon attack or spell attack. This spell cannot be combined with any spell more than a cantrip. When you use this spell, a attack action must immediately follow or the spell fails. Regardless if the spell hits or not, the HP is taken and you cannot use this ability again until you take a long rest. Your hit point maximum is restored to normal once you have finished a long rest and by no other means short of a wish spell.
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