Line 48: Line 48:


=== <span class="level">1</span> Mercy ===
=== <span class="level">1</span> Mercy ===
You choose a creature to spare from bloodshed. Choose a creature within 10 feet of you who has no allies within 60 feet of it and less than 15 hit points. That creature must cease to participate in combat for 10 hours or take 3d8 radiant damage. You regain the use of this ability after a long rest.
You choose a creature to spare from bloodshed. Choose a creature within 10 feet of you who has no allies within 60 feet of it and less than 15 hit points. That creature must refrain from taking actions that will directly harm another creature for 10 hours or take 3d8 radiant damage. You regain the use of this ability after a long rest.


=== <span class="level">2</span> Channel Divinity: Amplify ===
=== <span class="level">2</span> Channel Divinity: Amplify ===

Revision as of 02:53, 20 March 2021

As a redemption cleric, you believe everyone has a light inside them that deserves to be given a second chance, to shine even brighter. This light, however, is not so bright that it blinds you to their darkness, which must not be afraid to irradiate.

Subclass Features

The Redemption Domain grants you the following features.

1 Commandments

You are guided by the following domain commandments:

  1. Forgive but Never Forget: Hold not grudges for past sins, though be not quick to trust those who have wronged you.
  2. Embolden the Repentant: Empower those who have fallen short, who seek the chance to cleanse their sins.
  3. Scorch the irredeemable: Those who have proven time and time again after every opportunity to be unworthy of redemption must be punished.

1 Divine Domain: Spells

You gain the following domain spells.

Light Domain Spells
Level Spell
1st Faerie Fire Burning Hands
3rd Magic Mouth Moonbeam
5th Daylight Lightning Bolt
7th Death Ward Divination
9th Reincarnate DawnXGE

1 Mercy

You choose a creature to spare from bloodshed. Choose a creature within 10 feet of you who has no allies within 60 feet of it and less than 15 hit points. That creature must refrain from taking actions that will directly harm another creature for 10 hours or take 3d8 radiant damage. You regain the use of this ability after a long rest.

2 Channel Divinity: Amplify

You have learned to amplify the light in your environment. As an action, you can cause a light source that sheds dim light to shine bright light in the dim light radius and extend the dim light radius by 15 feet. Line and cone light sources extend the line or cone by 15 feet respectively.

2 Channel Divinity: Repentance

As a reaction when a creature fails a Wisdom saving throw within 30 feet of you, you can spend one point of faith to present your holy symbol and allow them to roll again. They must use the result of the new roll.

6 Benedictions

Whenever you finish a long rest, you may choose one of the following benedictions.

Magnify

When you use your Channel Divinity: Amplify, if the same light source also provides bright light, you may amplify the bright light to become blinding light until the start of your next turn. A creature who looks at blinding light must make a dexterity saving throw against your Spell Save DC or be blinded for 1 minute. A creature blinded by this ability can make a constitution saving throw at the end of each subsequent turn to end the effect early.

Greater Magnify: Starting at 10th level, when you use your Channel Divinity: Amplify, the initial bright light and dim light both become blinding light for one turn.

Clemency

When you use your Channel Divinity: Repentance, the target can add your proficiency bonus to their roll.

Greater Clemency: Starting at 10th level, when you use your Channel Divinity: Repentance, against an effect that targets multiple creatures, you can also target every other creature that rolls a saving throw from the same effect as your initial target.

8 Prismatic Laser

You gain the ability to unleash a potent blast of light to illuminate the darkness and sear your foes. Each creature within a 60-foot line starting from you must make a Dexterity saving throw against your Spell Save DC or take 5d8 radiant damage (half on a successful save) and become Illuminated for 1d4+1 rounds. While Illuminated, creatures faintly glow and cannot benefit from invisibility. This blast sheds bright light for 6 seconds (1 turn) in a 30-foot radius around each point the line makes contact with and dim light for 30 seconds (5 turns) from the same radius after the initial cast. You regain the use of this ability after a long rest.