Revenge is a primal, instinctual act. Vengeance, without regard to mercy or forgiveness, is often ordained and favored by the divines. To trespass on the honor or life of another invites retribution for the deed, and so you shall act as an instrument of that revenge. Clerics such as you act as warriors and killers, harbingers of the doom and destruction of those who have killed and destroyed in turn. Call upon the fury of righteous revenge, and bring low those who have trespassed against you.
Retribution Domain Spells
Cleric Level |
Spells |
1st |
hellish rebuke, inflict wounds |
3rd |
enlarge/reduce, spiritual weapon |
5th |
phantom steed, fear |
7th |
locate creature, phantasmal killer |
9th |
raise dead, scrying |
Bonus Proficiencies
When you select this domain at 1st level, you gain proficiency in martial weapons and heavy armor.
Vengeful Retaliation
Also at 1st level, your fervor allows you to strike down those who have wronged you. When a creature within 10 feet of you damages you, you can use your reaction to make one weapon attack targeting that creature.
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: Instrument of Revenge
At 2nd level, you can call upon the power of your deity to grant a vengeful blessing to those who have been hurt. When you see a friendly creature take damage from another creature, you can use your Channel Divinity using your reaction to bless your ally. For the next hour, the target always knows the location of the creature that damaged it, the target’s weapon attacks against this creature deal an extra 1d4 radiant damage, and whenever the creature takes an action that the target can see, the target can use its reaction to move up to its speed towards the creature.
Fly Havoc
At 6th level, your deity grants you the wings of an avenging angel. You can use your bonus action to expend a spell slot of 1st level or higher, causing wings to appear at your back. These wings pass harmlessly through armor and equipment but are hard as steel, granting you a flying speed of 60 feet and the benefits of a shield. The wings remain for a number of rounds equal to twice the level of the spell slot expended.
Divine Strike
At 8th level, your attacks are empowered with divine judgment. 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 radiant or necrotic damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
At Any Cost
At 17th level, you refuse to perish without first destroying your adversaries. When you are reduced to 0 hit points, you can choose to immediately take an additional turn. When you do, you gain one level of exhaustion after the turn ends. If you are still at 0 hit points when you end that turn, you fall unconscious as normal unless you use this feature again.
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