Wrath Domain

When a chill runs down a mortal being's spine imagining the immense power a god wields, the natural reaction is for it to stay on the path laid out for it, and to avoid transgressing the laws laid down by the gods. So from time to time, the fear of the gods must be put into mortals, lest they become complacent and invoke the wrath of a scorned god.

Clerics of this domain have devoted themselves to maintaining the fear and awe one should feel towards the gods, thus ensuring that neither mortals nor gods go to extremes that would spell ruination for all.

Cleric Level Spells 1st ice knife, wrathful smite 3rd hold person, zone of truth 5th fear, sleet storm 7th banishment, blight 9th cone of cold, insect plague

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Vengeful Visage

From 1st level, you can invoke fear and awe in those attempting to harm you. When a creature within 5 feet of you that you can see makes a melee attack against you, you can use your reaction to force the creature to make a Wisdom saving throw against your spell save DC. If it fails, until the end of its next turn, it can't target you with melee attacks.

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: Vortex of Fear

Starting at 2nd level, you can use your Channel Divinity to surround yourself with an ominous mist.

As an action, you present your holy symbol and invoke the name of your deity, conjuring a mist with a radius of 15 feet, centered on you. A hostile creature that starts its turn within the mist must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of its next turn. A creature that succeeds on this saving throw is immune to this effect for 24 hours.

This mist lasts for 1 minute.

Thinning the Herd

At 6th level, once per turn, when you deal damage with a melee weapon attack to a creature that's frightened, you can force it to immediately move half its speed away from you.

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 cold or psychic damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

The Wrathful God

Starting at 17th level, you are immune to the frightened condition.

Additionally, at the end of each of your turns, each creature within 30 feet of you that's frightened of you takes psychic damage equal to half your cleric level.



