Cleric subclass
The gods of the Mercy domain embody the complex duality between preservation and release, presiding over both healing hands and swift endings. Their divine mandate encompasses two seemingly contradictory yet deeply connected aspects of mercy: the compassionate restoration of the suffering and the decisive ending of torment when healing proves impossible. Their clerics serve as arbiters of this divine mercy, wielding restorative magic to mend the wounded while also possessing the wisdom and resolve to grant final peace to those beyond saving. Whether through gentle healing or decisive action, these priests work to minimize suffering in all its forms, guided by the pragmatic understanding that true mercy sometimes requires difficult choices.
Cleric Spell |
Spells |
1st | divine favor, healing word |
3rd | aid, ray of enfeeblement |
5th | bardo, revivify |
7th | death ward, sacrificial healing |
9th | antilife shell, raise dead |
When you choose this domain at 1st level, you take your place on the line between the two aspects of mercy: healing and killing. You gain proficiency in the Medicine skill and with the poisoner's kit. In addition, you gain proficiency with heavy armor and martial weapons.
Also at 1st level, when you hit a creature that doesn't have all of its hit points with a melee weapon attack, the weapon deals extra radiant or necrotic damage (your choice) equal to half your proficiency bonus.
Starting at 2nd level, you can use your Channel Divinity to wrest the lifeforce from an injured creature and use it to heal allies. As an action, you present your holy symbol to one creature you can see within 30 feet of you that doesn't have all of its hit points. The target must make a Wisdom saving throw, taking radiant or necrotic damage (your choice) equal to three times your cleric level on a failed save, or half as much damage on a successful one. Then, one friendly creature you can see within 30 feet of you regains a number of hit points equal to the amount of damage dealt to the target.
At 6th level, you gain the ability to manipulate a portion of the lifeforce that escapes a creature as it perishes. When a creature you can see dies within 30 feet of you, you can use your reaction to channel a portion of that energy into a friendly creature you can see within 30 feet of you. The friendly creature gains a bonus to attack and damage rolls equal to half your proficiency bonus until the end of its next turn.
At 8th level, you gain the ability to infuse your weapon strikes with the dual nature of mercy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 radiant or necrotic damage (your choice) to the target. If the target dies from this attack, a friendly creature you can see within 5 feet of you regains hit points equal to half the damage dealt. If no friendly creature is within 5 feet of you, you regain the hit points instead. When you reach 14th level, the extra damage increases to 2d6.
At 17th level, you imbue the two sides of mercy into your spellcasting. Once on each of your turns, if you cast a spell that restores hit points to one creature or deals damage to one creature, you can add your proficiency bonus to the amount of hit points restored or damage dealt.
Tome of Heroes. Kobold Press, 2022.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA