Domain of Mercy (5e Subclass)

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Domain of Mercy[edit]

Cleric Domain

Clerics that follow the mercy domain are seekers of gods of both life and death, drawing from their power to restore the vitality of creatures they encounter, or relieve them from their suffering by bringing a swift and painless death. They wander the lands searching for poor souls who are in great need of help, usually wandering through battlefields, hospitals and places ravaged by diseases and death. They are both a sign of bad omen, but also of hope.

Clerics that choose this domain tend to worship gods of life - in special those who have medicine in their portfolio, such as Ilmater, Pelor, Diancecht and Apolo; but also follow the gods of death who are concerned to the natural cycle of life, like Wee Jas and the Raven Queen.

Mercy Domain Spells
Cleric Level Spells
1st cure wounds, healing word
3rd healing spirit, lesser restoration
5th beacon of hope, mass healing word
7th aura of purity, death ward
9th mass cure wounds, raise dead
Bonus Proficiencies

Starting when you choose this domain at 1st level, you gain proficiency with the Medicine skill and the herbalist kit.

Relieving Touch

At 1st level, you learn the cantrip spare the dying. This cantrip doesn't count against your maximum number of known spells.

In addition, a number of times equal to your Wisdom modifier (minimum of 1) you can cast this cantrip as a bonus action, and infuse it with curative properties, causing a creature to regain hit points equal to your proficiency bonus + your Wisdom modifier. You regain uses of this Bonus Action when you finish a short or a long rest.

Channel Divinity: Merciful Killing

Starting at 2nd level, you can end the life of a creature that is agonizing. When a creature within 30 feet takes damage that reduces it to a number of hit points equal to or lower than your proficiency bonus + your Wisdom modifier + your Cleric level, you can use your reaction to instantly kill it. Your DM should inform you when a creature reaches that amount of hit points.

Remove Ailments

When you reach the 6th level, you have the power of relieving a creature from the most grievous conditions - and of wielding that condition as a weapon. When you restore a creature's hit points, you can also end one disease affecting the target, or one of the following conditions: blinded, deafened, paralyzed, poisoned, or stunned. As a reaction, you can impose the removed condition on a hostile creature within 30 feet, who suffers that effect for the remaining duration. If the condition has a save DC, it now uses your spell save DC.

Mastery of Life and Death

At 8th level, when you cause necrotic damage to a creature or restore a creature's hit points, you can add your Wisdom modifier to the total damage or healing.

True Mercy

At 17th level, you can rescue a creature from the grasp of death. You can cast a spell from your domain list once, as a 5th-level spell, without spending a spell slot. You must cast the spell on a creature other than you. Once you use this feature, you can't do it again until you finish a short or a long rest.

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