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Domain of Rage

The gods of rage and bloodshed don't often have clerics in the traditional sense, preferring to give their blessings those that bring the most carnage and anger to a battle. A cleric of the Rage Domain is one such person, using the blessings given by their god to prove themselves in glorious battle.    

Spell Chart

Level Spell
1st Burning Hands, Chaos Bolt
3rd Mind Spike, Spiritual Weapon
5th Crusader's Mantle, Fireball
7th Confusion, Sickening Radiance
9th Steel Wind Strike, Synaptic Static
 

Bonus Proficiency

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

Spread the Hatred

Starting at 1st level, your spells can provoke the primal fury slumbering within an ally. When you damage an ally with a spell of 1st level or higher, that ally' s next attack deals additional psychic damage equal to the damage they took from that spell. If the spell damaged more than one ally, you choose the ally who gains this benefit.    

Channel Divinity: Wrath of God

Starting at 2nd level, you can use your Channel Divinity to inspire blind fury within others. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you has their strength ability modifier doubled, and their intelligence and charisma ability modifiers halved, rounding down for 1 minute. An unwilling creature may make a wisdom saving throws against your spell save DC to prevent this effect.    

Incite Cruelty

At 6th level, you become extraordinarily adept at channeling divine energy to inflame the fury in others. When you cast a damaging spell of 1st level or higher, the target of that spell must make a wisdom saving throw against your spell save DC or move to its nearest ally and make a melee attack against them. If the spell affects multiple targets, you may choose a number of them up to your Wisdom modifier to make the saving throw.    

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.    

Zealous Persecution

Starting at 17th level, you may label a single target as the source of the world's problems. In doing so, you draw out the fury of your allies, and focus it to a single purpose: That One Dies. On your turn, you may use a bonus action to mark a single creature. All attack rolls against that target have advantage. It has disadvantage on all saving throws. These effects last until either it dies, or you become incapacitated or die. Melee attacks against them add a d20 to their damage rolls. All other sources of damage add a normal damage die. You may not do this again until you finish a long rest, and you may not have more than one creature marked at a time.
 


Created by

Lord Mcberry.

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Feat

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