Inquisition domain
When a soul has been tainted by sin to the point of no redemption... When ruthless extermination is the only option to rid the world of this evil... Those equipped and bound by the chains of Fate arise, securing that the parasite has met their punishment.
Inquisition Domain Spells
| Cleric level | Spells |
|---|---|
| 1st | Bane, Entangle |
| 3rd | Hold Person, See Invisibility |
| 5th | Revivify, Animate Dead |
| 7th | Grasping Vine, Wall of Fire |
| 9th | Raise Dead, Danse Macabre |
Sinner's Brand
At 1st level, you gain the ability to place a special mark on a creature. This mark appears on their skin, taking the form of a burning brand in the symbol of your choosing. The brand cannot be removed by any ordinary means. If the body part on which it manifests has been removed, it simply appears on another one. The only way to remove this mark is by the Remove Curse, or Wish spell, or with you lifting the mark as a bonus action, or when you die.
You always know of the marked creature's approximate location (an area with the diameter of 90 ft), provided it is not on another plane of existence than you.
You must know the creature's name and face to be able to place this mark on them, though you don't need to have seen this creature personally. If the creature has a nickname that defines their existence better than their birth name, the nickname suffices as an identification factor.
To place a mark on a creature, you need to spend an hour in meditation, connecting yourself to the creature's fate and grasping onto it's chain. You can do so while taking a short, or a long rest.
You cannot have more than one creature marked this way.
Mark of the Faithful
At 1st level, you gain the ability to place a special mark on a creature as an action. This mark appears on their skin, in the location of your choosing, taking the form of a glistening brand in the symbol of your choosing. The brand cannot be removed by any ordinary means. If the body part on which it manifests has been removed, it simply appears on another one. The only way to remove this mark is by the Remove Curse, or Wish spell, or with you lifting the mark as a bonus action, or when you die.
The creature has to be willing in order for you to place this mark on them and cannot by under the effect of any spell that would affect their will, such as Charm Person. You need to be in 30 feet of this creature to be able to place this mark on them.
The creature marked by this way adds half of your proficiency bonus (rounded up) to all their skills, even the ones they are already proficient at.
You get to use the creatures spell slots as if they were your own, though you cannot use their spells. The spell slots you can use this way cannot be of a higher level, than you can cast. (If a creature has a fourth-level spell slot, but you don't, you cannot use it.)
The creature marked by this way has disadvantage on any saving throws, or attack rolls it would make against you and doesn't add the benefits of your mark to their rolls in such case.
The number of creatures you can have marked in this way equals to your cleric level times your proficiency bonus.
Chain Leash
In addition, at 1st level, you learn the Thorn Whip cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can use it as a bonus action.
Channel Divinity: Final offer
Starting at 2nd level, you can use your Channel Divinity to give the sinner one last chance for redemption.
As a reaction, when the creature marked by your Sinner's Brand feature drops to 0 hitpoints and would die as a result, you connect directly to their soul, making them an offer. If the creature accepts, you can mark them with your Mark of the Faithful feature, saving their life in this way and raising them at 1 hitpoint. The creature gains the Reborn lineage if saved by you in this way. If the creature declines, it dies and it's soul gets trapped in the realm of your deity to face punishment.
If the Mark of the Faithful is removed from the body of a creature that has been saved in this way, it immediately dies. Though if you remove the mark willingly, or if the creature dies with the mark still on it and you deem it worthy of redemption, their soul is free.
Second Chance
At 6th level, you gain the ability to save a living creature from certain death.
As a reaction, when a creature you can see within 90 feet of you drops to 0 hitpoints, you can connect their soul to yours with a special chain, making them drop to 1 hitpoint instead. Saving a soul from dying this way counts as a failed death save for you. Once you reach three failed death saves, all of your bonds shatter and you die.
Bound by Fate
Starting at 8th level, all the creatures marked by your Mark of the Faithful feature add your whole proficiency bonus to their skills, saving throws and attack rolls, even those they are already proficient at. They cannot use this feature while fighting against you.
Also, each creature marked by your Mark of Faith feature gains pack tactics with you and the other marked creatures when fighting against a foe with the Sinner's Brand placed on them.
In addition, any damage you deal is increased by 1 for each creature marked by your Mark of the Faithful feature.
Emanator of Fate
Starting at 17th level, there is no limit for the number of creatures you can have marked by your Mark of the Faithful feature.
In addition, you no longer need to spend an hour meditation to place a Sinner's Brand on a creature. Whenever you deem someone you know of, or can see, you can place a Sinner's Brand on them. You still need to be on the same plane of existence and need to be able to define their identity clearly.