Cleric
Base Class: Cleric

Clerics of this domain are usually part of or has been part of a punitive force of their temple. And are often doing quests and mission that involve the dark underbelly of society or to torture and assassinate the most heinous heretics and traitors to their temple and god. It should not come as a surprise that a cleric makes for an excellent torturer through their use of healing magic and loyalty to their god. They usually fight alongside paladins that is the blunt blade of the force and support them with dreadful magic cast upon their enemies, which often are of an enchantment or necrotic nature. While this domain exist as a branching for temple punishment and assassination, this domain exist as an major domain in certain temples to certain gods, gods related to this domain can be  gods of night, law, assassination, thievery, obedience and loyalty. Which include gods like The Raven Queen, Hecate, Amaunator, Lolth, Shar, Cyric, Loviatar, Mask and Torm.

Domain Spells

You gain domain spells at the cleric levels listed in the harrowing Domain Spells table. See the Divine Domain class feature for how domain spells work.

Forge Domain Spells
Cleric Level Spells
1st vicious mockery, command, inflict wounds
3rd suggestion, hold person
5th speak with dead, bestow curse
7th confusion, blight
9th dominate person, modify memory

Punishers Proficiencies And Language

When you choose this domain at 1st level, you gain proficiency with martial weapons and the intimidation skill. You can also speak Thieves' Cant

Channel Divinity: Dark Disperse

Starting at 2nd level, you can use your Channel Divinity to turn into a flock, swarm or murder and disperse.

As an reaction, when someone rolls an attack roll against you or you have to roll either a strength, constitution or dexterity saving throw. You can turn into a flock/swarm/murder of flying animals (your choice what kind of animals, as long as it flies and are in a flock, swarm or murder) to deal 3d6 in magical slashing damage to one enemy of your choice within 5 feet of your starting destination and then teleport to a spot you see within 30 feet. Doing this makes you avoid any damage that would have been done to you through either the hit or save. But this must be done before you know whether the attack hits or you roll the save.

Clear Mind

Starting at 6th level, you mind is clear and cant be corrupted or made to falter with magic as easily as it does for others. You now have resistance to psychic damage

Spells Of fear

You spells can seem more dreadful the stronger they are, and it can be too much for the weak minded.

Whenever you cast a damaging spell of 3rd level or above that only affects one target, the creature then need to make a charisma saving throw equal to your spellcasting DC or be frightened of you. They can repeat the saving throw at the end of their turn after which if they succeed , they will be immune to the Spells Of fear effect for 24 hours.

 

Divine Punishment

At 8th level, you gain the ability to infuse your weapon strikes with either chilling death or mind trauma. 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 necrotic or psychic damage to the target(your choice). When you reach 14th level, the extra damage increases to 2d8.

Divine Punisher

At 17th level, you are a cursed power of dread to your enemies and have become more powerful:

  • You gain immunity to psychic damage.
  • Whenever you use Channel Divinity: Dark Disperse, you can now also teleport allies of your choice within 20 feet of you with you. And you can also deal the 3d6 magical slashing damage to any enemy within 5 feet of all the allies who got teleported with you. The damage does stack if one or more enemies are within the range of another teleported ally or yourself.

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