Domain of Verdict /Ilé-Iná Ọ̀fà/
You are a channel of Shango’s divine fire, a god of thunder, verdicts, justice, and ecstatic power. To follow this path is to walk between storm and judgment. Your body becomes the altar, your voice the lightning, your conviction the flame.
Ašipu of this domain belong to the Ẹgbẹ́ Ará Iná; the Society of the People of Fire. They may chant like mediums, mount spirits in sacred possession, or pound drums that awaken ancestral thunder. Their spells are radiant and electric, their dance holy and defiant, and when they speak, truth answers.
Domain Spells
Level | Spells |
---|---|
1st | burning hands, thunderwave |
3rd | scorching ray, shatter |
5th | fireball, daylight |
7th | wall of fire, storm sphere |
9th | flame strike, destructive wave |
(1st Level)
Voice of Verdict
When you cast a cleric spell that deals radiant or fire damage, you may change the damage type to plasma (a mix of radiant and lightning). It counts as both types for resistance and vulnerability.
Once per long rest, when you cast a spell of 1st level or higher that deals plasma, fire, or radiant damage, you may declare a Verdict:
- You choose one creature you can see. It must succeed on a Charisma saving throw or be marked for judgment.
- For the next minute, the first time each round the marked creature takes damage from any source, it takes an additional 1d8 plasma damage (once per round).
At 10th level, this bonus increases to 2d8.
(5th Level)
Baptism of Thunder
When you deal radiant or fire damage, you may emit a Baptism Cry, a divine shout of possession and flame. When you do:
- All enemies within 10 feet must succeed on a Constitution saving throw or be blinded until the end of your next turn.
- Allies within the radius gain 5 temporary hit points and can choose to immediately stand up from prone.
You can use this feature once per long rest. At 15th level, you may use it twice.
Additionally, you always have Scorching Ray and Thunderwave prepared, and they count as cleric spells for you.
(10th Level)
Mounting Flame
You have become a vessel of Shango’s storm. You gain resistance to radiant and lightning damage.
When you are reduced to 0 hit points, roll a d6:
- On a 6, you immediately rise with half your HP as your eyes blaze with fire and your voice bellows a final chant.
- Enemies within 15 feet take radiant damage equal to your cleric level and must succeed on a Strength saving throw or be knocked prone.
Once this triggers, you cannot benefit from it again until you finish a long rest.
(15th Level)
Miracle Convergence: Cruel Sun
You call down Shango’s Final Verdict, a sun made of plasma and pride that lingers over the battlefield. As an action, you can manifest this divine phenomenon at a point you can see within 60 feet:
- A miniature sun (5 ft. radius) appears 30 feet in the air. It emits daylight in a 120 ft. radius and dim light beyond that.
- At the start of each of your turns, enemies within the bright light must make a Constitution saving throw or take 6d6 plasma damage (half on success).
- Allies within the light gain advantage on saving throws against being frightened or charmed, and may add your Wisdom modifier to their weapon damage.
- The sun lasts for 1 minute or until you fall unconscious. It counts as concentration.
You can use Cruel Sun once per long rest.
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