Domain of Respite (5e Subclass)
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Respite Domain[edit]
A cleric of respite praying |
The Respite domain is the purview of deities who charge their followers to shield the weak from those who would use their power to cause them harm. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. A Respite domain cleric will put themselves in danger for their party and risk their very being for the protection of others. They often follow gods of, life, protection, healing, and redemption. Their reason for following this pather is often to aid and assist others in ventures of good and preservation of life.
Cleric Level | Spells |
---|---|
1st | shield of faith, shield |
3rd | warding bond, aid |
5th | beacon of hope, remove curse |
7th | guardian of faith, death ward |
9th | antilife shell, wall of light |
Empowered Speech[edit]
Starting at 1st level, you may choose to use your Charisma modifier instead of wisdom as your spellcasting ability. Additionally, you may add twice your proficiency bonus to Persuasion checks made to diffuse conflict (at the DM's discretion).
Holy Aegis[edit]
At 1st level, you can create sacred barriers to ward off attacks. Whenever you or a creature you can see within 30 feet of you is hit by an attack, you may use your reaction to increase their AC by your Wisdom modifier for one round. A creature cannot benefit from this ability more than once at a time. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.
Channel Divinity: Radiant Fortification[edit]
Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor.
As an action, you channel blessed energy into a number of creatures that you can see within 30 feet of you equal to your wisdom modifier. The first time those creatures are hit by an attack within the next minute, the attacker takes radiant damage equal to 2d8 + your cleric level. The damage increases by 1d8 at 8th level and again at 14th.
Voluntary Tribute[edit]
At 6th level, your compassion for your allies allows you to offer yourself as a sacrificial lamb. For one minute, attacks against friendly creatures within 30 feet of you have disadvantage and attacks made against you have advantage. Additionally for the duration of the round, once per turn when a creature hits you with an attack, you may grant an ally within range of it one opportunity attack against that creature. You must complete a long rest before using this ability again.
Divine Retribution[edit]
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 radiant damage to the target. When you reach 14th level, if that creature hit a friendly creature with a weapon attack this round, the extra damage increases to 3d8.
Killing a Mockingbird[edit]
At 17th level, when you use your channel divinity, you may transfer any condition from an affected including Curses and Diseases by transferring your life essence for theirs.
In addition, your sacrifice shakes the will of even the most wicked, and your final wish is spread through your allies. Once per long rest, when you reach 0 hit points, all hostile creatures that you can see must make a Wisdom check and pass your spell save DC or cease all hostility toward other creatures you can see, creatures more than half their hit points left have disadvantage on the check. All friendly creatures within 30 feet of you regain half your total hit points divided evenly among them (rounded to the nearest whole number).
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