Clerics of the Confessor Domain serve as judges, interrogators, and purifiers for their faith. Where other priests comfort the sick and bless the harvest, Confessors root out heresy, expose corruption, and decide whether a soul is fit for mercy—or must be consigned to the flame.
These Clerics preside over trials, oversee public penance, and lead purgation of cursed sites,
Possessed victims, and Rift-tainted horrors. They are walking courts of divine law, empowered to draw out confession, burn away spiritual rot, and mark the unrepentant so that all can see their guilt.
Level 3: Confessor Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a
Cleric level specified in the Confessor Domain Spells table, you thereafter always have the listed spells prepared.
Level 3: Confessor’s Insight
You are trained to read souls, pierce deception, and guide the guilty toward confession.
You gain proficiency in the Wisdom (Insight) and Charisma (Intimidation) skills. In addition, your proficiency bonus is doubled for any ability check you make that uses Wisdom (Insight).
You also learn the Celestial language, typically one used in religious law, diplomacy, or doctrine.
Finally, your presence sharpens the edge of your inquisitorial magic. When you cast Zone of Truth, you can choose any number of creatures in the spell’s area (including yourself). Each chosen creature automatically succeeds on its saving throw against the spell. Whenever a creature fails a saving throw against your Command or Zone of Truth spell, you have Advantage on Charisma checks you make to Influence that creature for 1 minute, or until you or one of your Allies deals damage to it.
Level 3: Channel Divinity – Flame of Penance
You call down a wave of cleansing fire that distinguishes between the penitent and the unrepentant.
As a Magic action, you present your Holy Symbol and expend one use of your Channel Divinity to emit a surge of sacred flame in a 30-foot Sphere centered on yourself.
Creatures you designate as Hostile in the Sphere must make a Constitution saving throw. On a failed save, the creature takes Radiant damage equal to 2d10 + your
Cleric level and has Disadvantage on the next attack roll or saving throw it makes before the start of your next turn. On a successful save, the creature takes half as much damage and suffers no further effect.
Creatures you designate as Allies in the Sphere can immediately end one of the following conditioned affecting it of their choice: Charmed, Frightened,
Possessed, or
Slowed. In addition, it either regains Hit Points equal to your
Cleric level + your Wisdom modifier or gains that many Temporary Hit Points (its choice).
This sacred light also lashes at darkness. Any magical Darkness in the area created by a spell level less than or equal to your Proficiency Bonus or lower is dispelled.
Level 6: Mark of the Guilty
You learn to sear a visible sentence upon your foes, turning them into beacons of their own condemnation.
Whenever you deal Fire or Radiant damage to a creature with a spell or hit it with a melee weapon attack, you can brand that creature with a sigil of judgment (no Action required). The brand lasts until the end of your next turn, and you can see it even in Darkness. While a creature is branded in this way it sheds Dim Light in a 10-foot radius and can’t benefit from the Invisible condition. The first time on each of its turns that it deals damage to a creature other than you, it takes Radiant damage equal to your Wisdom modifier (minimum of 1) and attacks against it ignore Half Cover and Three-Quarters Cover.
You can brand a creature in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Level 17: Condemnator’s Decree
At the height of your calling, you can speak a sentence that reality itself rushes to enforce.
As a Magic action, you pronounce a holy verdict and target any number of creatures of your choice that you can see within 60 feet of yourself. Each target must make a Wisdom saving throw against your spell save DC. On a failed save, a creature takes 4d10 Fire damage and 4d10 Radiant damage and is Restrained by chains of sacred flame for up to 1 minute. While Restrained in this way, the creature sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet making them unable to benefit from the Invisible condition and suffers Disadvantage on saving throws against your spells and Channel Divinities. At the end of each of its turns, the creature can repeat the Wisdom saving throw, ending the effect on itself on a success.
On a successful save, a creature takes half as much damage and suffers not other effects except: until the end of your next turn, attack rolls made against that creature have Advantage.
Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of this feature by expending a level 6 or higher spell slot (no action required).
Comments