The stars of Pash-Mara
The wicked and sinful must pay for their crimes
against your faith, and your deity is one that
tolerates no wrongdoing. Gods of law, order,
justice, knowledge, fear and vengeance may all
have punishment as one of their domains.
Clerics of this domain are sometimes known
as inquisitors, but all are resolute in their hunt
for apostates, heathens, fiends and heretics.
Punishment Domain Spells
Cleric level Spells
1st hellish rebuke, inflict wounds
3rd heat metal, zone of truth
5th bestow curse, counterspell
7th banishment, phantasmal killer
9th dispel evil and good, immolation
When you select this domain at 1st level, you gain proficiency
in martial weapons and heavy armor.
Eyes of the Inquisition
Starting at 1st level, your god enables you to reveal the foulest
of secrets and the hidden blasphemies that permeate the
corrupted souls of mortals. You gain proficiency in the
Perception, Insight, and Investigation skills. If you are already
proficient in a skill on this list, you add twice your proficiency
Whenever a creature attempts to deceive you, you have
advantage on Insight checks to detect the deception.
Channel Divinity: Penitent Prayer
At 2nd level, you can use your Channel Divinity feature as a
bonus action to strike yourself in penance for your sins. You
take damage from your held weapon equal to your cleric level,
gain temporary hit points equal to the damage suffered, and
you become immune to the charmed and frightened
conditions for one minute.
At 6th level, your god empowers you with the ability to strike
terror into the hearts of the impure. As an action, you can
project an aura of fear in a 30-foot radius. Creatures of your
choosing within that radius must make a Wisdom saving
throw against your cleric spell save DC or be frightened of
you until the start of your next turn.
At 8th level, you gain the ability to infuse your weapon strikes
with the burning fervor of your belief. Once on each of your
turns when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 fire damage to the
target. When you reach 14th level, the extra damage
increases to 2d8.
Purge the Heretic
At 17th level, your god bestows their divine fury upon you.
Whenever you deal damage, you can choose to re-roll any
number of damage dice. You take the higher result for each
die rolled. When you do so, you lose hit points equal to the
number of dice re-rolled using this feature.