Rage domain - barbarian cleric; need I say more.

by Cixal

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Rage Domain

Domain Spells

You gain domain spells at the cleric levels listed in the Rage Domain Spells table.

Rage Domain Spells
Cleric Level Spells
1st hellish rebuke, wrathful smite
3rd crown of madness, magic weapon
5th enemies abound*, fear
7th confusion, staggering smite
9th holy weapon*, steel wind strike*

*= spells from Xanathar's Guide to Everything

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Furious Swing

Also at 1st level, you are able to tap into the innate fury of your deity. When you miss an attack roll that would deal damage, you can use your reaction to deal half of that damage instead.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.

Channel Divinity: Wrathful Upsurge

Starting at 2nd level, as an action, you present your holy symbol, and one creature of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the target can see or hear you. If the target knows you're using this feature, it can fail the saving throw voluntarily.








Editor's Notes
  • Written by /u/Cixal
  • Granted help from the Discord of Many Things
Artwork Used

If the creature fails its saving throw, the target uses its reaction to make a melee attack against the nearest creature within its reach other than itself. If there are multiple, you choose which one.

Tempered Anger

Starting at 6th level, you have advantage on saving throws against being charmed or frightened, and magic can't put you to sleep.

Divine Strike

At 8th level, 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Scion of Rage

When you reach 17th level, your body manifests the only emotion your god has taught you; rage. When you are attacked or are forced to make a saving throw from a creature within 60 feet of you, you can use your reaction to move to within 5 feet of the creature and make a weapon attack against them.

Additionally, the next time you take the Attack action before the end of your next turn, you gain the following benefits if you attack only that target:

  • You can make four attacks against them, instead of one.
  • Your attacks are always made with advantage, even if you have disadvantage normally.
  • At the end of this action, a crater appears beneath your target's feet, with a radius of 5 feet times the amount of attacks that hit. The crater is difficult terrain for all hostile creatures.

Once you use this feature, you can't use it again until you finish a long rest.

Divine Domain | Rage Domain | /u/Cixal