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### Penance Domain Clerics of penance are restrained and frigid with their mannerisms and words, but aggressive and unrelenting in their acts of repentance and unnerving worship. These lamenting acolytes devote themselves to absolving their past sins, becoming more extreme in their acts of repentance, and more cold and hardened in their mental and physical resilience with every gruesome prayer. ##### Penance Domain Spells | Cleric Level | Spells | |:---:|:-----------:| | 1 | *absorb elements, atone* | | 3 | *branding smite, mirror image* | | 5 | *fear, intellect fortress* | | 7 | *phantasmal killer, stoneskin* | | 9 | *rarys telepathic bond, synaptic static* | #### Acolyte of Atonement When you choose this domain at first level, you gain proficiency with martial weapons. Furthermore, your god grants you aid in battle for your penance. When you are below half your maximum hit points, once per turn when you deal damage to an enemy, they suffer an additional 1d8 radiant damage. This increases to 2d8 radiant damage at 10th level in this class. They instead take necrotic damage if your alignment is evil. #### Prayer of Penance Also at 1st level, you can perform a prayer of penance to ask for your gods aid both in and out of battle. When you or an ally within 30ft must roll a Wisdom or Intelligence based check or saving throw, you can expend your reaction and suffer 1d4 radiant damage to add 1d4 to the rolls result. If you are below half your maximum hit points when this occurs you do not need to expend your reaction. You instead take necrotic damage if your alignment is evil. #### Channel Divinity: Grim Procession Starting at 2nd level, as an action you can begin a rite of atonement for 1 minute, as you flagellate yourself in penance. As part of this action, make one melee weapon attack against yourself. This attack automatically hits, and is dealt directly to your hit points, ignoring any temporary hit points, damage resistances, or immunities. All enemies within 20ft of you must make a Wisdom saving throw. On a failure they suffer an amount of psychic damage equal to the damage you self inflicted + your cleric level. On a successful save they suffer half damage. You can repeat this action on following turns during this minute. In addition, if your current hit points are below half your maximum hit points when you use this action, enemies also become frightened of you until the beginning of your next turn on a failed saving throw, as your gruesome flagellations shake them more deeply.
**Art Credit: Stepan Alekseev**
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