Condemnation

Sometimes peace and prosperity cannot cut through the struggles of the world and pave a new path without help. At times of great strife, Gods who want peace to rule will depart clerics with the ability to eliminate anything and anyone that poses a threat to their want. Gods such as Eldath, Pholtus, and Rao will use these clerics as a more direct approach to ending the struggles of the world - chosing to fight fire with fire. With unbreaking willpower, they stand as the defensive frontline to peace.

Condemnation Domain Spells

Cleric Level spells 1st Cure Wounds, Compelled Duel 3rd Branding Smite, Suggestion 5th Spirit Guardians, Revivfy 7th Banishment, Staggering Smite 9th Bigby's Hand, Mass Cure Wounds

Martial Adept

When you select this Domain at 1st level you gain proficency with martial weapons.

Unmatched Prowess

Your god has given you the power to see others weaknesses and use them to stop a fight from continuing more then needed. At 1st level whenever you hit a creature with a melee weapon, you can use your bonus action to use a creatures weakness against them. They must make a constitution saving throw against your Cleric spell save DC. On a failed saving throw the creature drops any object or weapon in their hands currently. You may use this feature a number of times equal to your profecincy bonus,and regain all uses after a short or long rest.

Guillotine's Wrath

At 2nd level your Channel Divinity Allows you to inact the final punishment upon any creature that stands in your way. as a action, A creature within 30 feet of you must make a wisdom saving throw. On a failed saving throw the creature takes 1d10 Radiant damage plus your cleric level.

Bulwarks Reinforcment

Starting at 6th level, your god has given you the ability to keep your allies safe from danger in sacrafice of your health. Whenever a creature within 30 feet of would take damage from a spell or attack, you can instead take the damage for yourself. When you do this, the friendly creature gains resistant to the type of damage it would have recieved until your next turn. if the spell or attack would do multiple types of damage, you chose which one they gain resistant to.

Ending Smite

You have learned to add your unbreakable weillpower into your attacks when you smite a enemy. At 8th level when you use a smite spell and hit a enemy creature, you can deal a additional 1d10. Once you use this feature to increase the smites damage, you must use a short or long rest to use the feaute again.

Endless Defense

At level 17th, you have gained power from your unceasing devotion to keeping peace at any cost. You gain immunity to exhaustion and fear, as well as the ability to use Guillotine's Wrath as a bonus action from now on.