TEXT: SAINTS OF IMPILTUR 
   
   
   
   
   
  SACRED SISTERS OF THE CRYING 
  GOD 
   
  by GEORGE KRASHOS 
   
   
   
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  Where do the weak, the wronged or the sick flock, if not to the veneration of those 
  members of the faith who have transcended? The bond the faithful feel with those who 
  were once mortal, tempers and hones their worship, and sets out a path of service to 
  Ilmater that kindles hope of receiving his divine regard. They hear of the resilience of St 
  Aralthar “the Unbroken” and find solace. They read of the deeds of St Faeran and take 
  courage. They listen to the teachings of St Daranna and receive wisdom. The deeds of his 
  saints bind the Broken God’s worshippers closer to him and bring greater glory to his 
  faith. 
   
   
   
   
   
   
   
            Thontoros the Learned, Sage of the Just Gods 
   
   
   
   
   
   
   
   
        Tales of the Blessed 
   
   
        
   
   
   
   
         Year of the Grimoire (1324 DR) 
   
  Saints in the Realms 
   
  Saints are rare things in the Realms. They are mortals who through dedicated service to a 
  deity, or sacrificing their life in the deity’s name and to further the cause(s) of a deity, are 
  remembered and reverenced at the command of that deity. The god informs his or her 
  priesthood that a particular mortal is now “blessed” through various means including 
  manifestations and dream visions. 
   
  Priests reverence a saint by collecting his or her “relics” and keeping them secure at 
  temples or shrines as foci for prayer. These relics include bones and body parts (hair and 
  nails) and even extend to items directly used or worn by the saint, like a staff or shoes or 
  robe. Prayers are devised specific to saints, holy times of the year for the saying of 
  special prayers to the saint are set (such as the birthday of the saint, if known, or the 
  anniversary of the saint’s martyrdom, if applicable), and ways of calling upon the saint 
  for aid are crafted (and approved by the deity or that deity’s divine servitors). 
   
  Saints are sometimes deemed to be patrons of or special to a profession, process or 
  task (from quests through laying down the keel of a boat being built to shoeing a horse or 
  healing), a place (which will be a small locale; there are saints of neighbourhoods, but not 
  cities as a whole, and certainly not realms), or of a formal group (such as a sect or guild 
  or coster or order of knighthood). Saints are always dead mortals, never living, and the 
  few cases of saints who have risen as undead have caused much religious debate and 
  unease. 
   
  Most deities in the Realms do not have saints, and don’t want to — because of the 
  inherent challenge to the supreme authority of the deity, and the secular dangers of 
  having a sect or order of knighthood doing things righteously in the name of a saint that 
  are contrary to the aims, will, and effectiveness of the deity and established church 
  hierarchy of that deity. This doesn’t stop occasional living individuals from using the title 
  of “saint” either for themselves or for some dead people that they claim to do things in 
  the name of, or under the guidance of. On many such occasions, the deity will do nothing 
  but watch for a time, to see what happens, before ordering the offending individual 
  eliminated or denounced, disgraced, and thwarted. 
   
  Notable exceptions to this deific attitude to saints are the faiths of Ilmater, Loviatar, 
  Lurue, Sharess, and the entire gnome and halfling pantheons (although most faiths have 
  divine servitors, who may or may not be called saints, who are the patrons of particular 
  abbeys—most often because the abbey was founded on a site important to a deed of the 
  deity, or of an event in the mortal life of a deity before ascension—or orders of monks; 
  such “Venerables”, to use the term employed in the churches of Chauntea, Selûne, 
  Silvanus, Sune, Tempus, and Tymora are more known to priests than to lay worshippers). 
  Among the priesthoods of Loviatar, Lurue, and Sharess, knowledge of the saints are 
  Mysteries of the faith, to be divulged to priests upon finishing their novitiate, and lay 
  worshippers as they progress in reverence (give more service to the faith, in terms of acts, 
  
  unfolding years of veneration, and tithes or offerings). This leaves Ilmater as the sole 
  faith in which saints are as a matter of course open public figures. 
   
  Venerating a Saint 
   
  In a Forgotten Realms campaign, DMs using the optional feats rule from the Players 
  Handbook (p.165) can allow a cleric character to venerate a saint associated with her 
  deity by allowing them to select the Patron Saint feat featured below and receive the 
  corresponding benefits associated with doing so. The Patron Saint feat can be taken at 
  any time when a character is allowed to take a feat, beginning at 4th level, and provides 
  the following benefits: 
   
  NEW FEAT: PATRON SAINT 
   
  Prerequisite: Access to the Divine Domain class feature 
   
  You have dedicated yourself to a saint of your deity, gaining the following benefits: 
   
  - Increase your Wisdom score by 1, to a maximum of 20. 
   
  - You can select another domain related to your patron saint, which you can choose to 
  use in lieu of the divine domain associated with your deity that you selected at 1st 
  level. You can choose to access the domain spells and benefits gained from 2nd 
  level onwards of either your deity’s domain or your patron saint’s domain when you 
  finish a long rest (as applicable to your level). 
   
  Any benefits obtained at 1st level when you selected your initial domain remain 
  unchanged. 
   
   
  The Patron Saint feat can be taken multiple times, allowing veneration of a different saint 
  of the faith and providing access to the divine domain associated with that particular  
  “blessed”. 
   
  The Blessed of Ilmater 
   
  The Church of the Broken God is renowned for its veneration of saints of the faith, who 
  are known to worshippers as the “Blessed of Ilmater”.  The ranks of these special 
  servitors of the god number well over fifty and are divided on regional lines, with 
  particular saints venerated in localised areas with little overlap. So even though the saints 
  of Ilmater that are venerated in the realm of Tethyr are known to the clergy of Ilmater in 
  nearby Calimshan, worship of saints in Calimshan is confined to the saints particular to 
  that region. Traditionally this is so because the veneration of saints in the Ilmatari faith 
  has involved the establishment of abbies, monasteries and shrines devoted to a particular 
  saint, usually at a location important to that individual in his or her mortal life. 
   
  In the Realms, the lands of Calimshan, Damara, Impiltur and Tethyr contain the 
  largest concentrations of saints of the Ilmatari faith, while other areas have a far lesser 
  number. There are only eight monasteries devoted to saints of the Crying God throughout 
  the North, and the Inner Sea lands contain only a handful each in the Moonsea and 
  Dragon Coast regions.  
  
  DOMAINS OF THE SAINTS 
   
  Below is a list of saints, alternative domains and the regions associated with them that 
  a DM might allow in a campaign if a player is permitted to take the Patron Saint feat: 
   
  St Corin 
   
  Tethyr  
   
  Life 
  St Dyonasis  
  Damara 
   
  Trickery* 
  St Faelar 
   
  Calimshan 
   
  Nature 
  St Noradnar  
  Calimshan 
   
  War 
  St Ostus 
   
  Tethyr  
   
  Knowledge 
   
  *: Note that scholars and lorekeepers of the Realms have often confused the 
  precocious St Dyonasis of the Veil with another trickster deity found on other worlds 
  and planes of existence. The Church of Ilmater has sought to correct these lapses in 
  scholarship, but has experienced only varying degrees of success in that regard. 
   
   
  DMs should feel free to associate the domains contained within the Players Handbook 
  with other, existing saints of Ilmater or create new saints in different locales to 
  accommodate the needs of their campaign. 
   
  The Sacred Sisters 
   
   
  The Church of Ilmater within the kingdom of Impiltur venerates a collection of saints 
  that is unique in the Realms. It is unique for the fact that it is wholly made up of females, 
  and this group is collectively referred to as the “Sacred Sisters” by the Ilmatari faithful. 
  Numbering eight “blessed” of the faith, the Sacred Sisters serve as a focus for worship of 
  the Crying God in the lands of the Forgotten Kingdom and provide an important 
  “touchstone” of faith for lay worshippers who do not have access to a temple or shrine of 
  Ilmater. 
   
  To this end many Ilmatari worshippers make pilgrimages to the various religious 
  sites associated with the Sacred Sisters that are scattered throughout Impiltur. These 
  include such places as the seaside Monastery of the Fire Lily south of Sarshel dedicated 
  to St. Persaadon, the Cloister of the White Poppy devoted to St. Andonia “the Fearless” 
  on the outskirts of Lyrabar and the Abbey of the Purple Crocus in the foothills of the 
  Earthspur Mountains where St. Caerlintra lived and worked during her lifetime. 
   
  In addition to the three Sacred Sisters of the Crying God noted above, details on a 
  further three saints of Ilmater venerated in Impiltur are provided below. The remaining 
  two Sacred Sisters are left open for DMs to tailor to their individual campaigns.  
   
  St. Irimae the Requited 
   
  Symbol: A silver manacle on a black field 
  Center of Worship: Monastery of the Black Rose 
  Domain: Vengeance 
   
  Religious scholars disagree to this day as to who this “blessed” was in her mortal life, for 
  she was found by paladins of the Triad Crusade, tortured and maimed, in the ruins of the 
  village of Herbelin, southwest of Lyrabar in the first skirmishes of the Fiend Wars. 
  Brought back from the brink of death by healing magic, the clergy of the Triad could not 
  
  restore her tongue or her left eye or prevent her from trailing at the rear of their army as 
  they marched east and brought their demonic enemies to battle. 
   
  Irimae had taken up one of the iron shackles that had restrained her in the aftermath 
  of her rescue and with stony mien and soundless fury was soon in the thick of the 
  fighting, bludgeoning her way through the fiendish hordes. Admiring her courage and 
  ferocity, the Ilmatari paladins Olren Lamathar and Forstil “Brightblade” Morthil became 
  her everpresent companions and guardians, together forming a deadly trio on the 
  battlefield. 
   
  Irimae is known to have fallen in the Battle of the Citadel in 731 DR alongside her 
  paladin companions, but not before her ferocious assault on the demon army ranks saw 
  her personally slay Tharnas “the Lord of Skulls”, a cambion son of Orcus, as well as over 
  three score ghouls, ghasts and minor demons. Chroniclers record how in the thick of 
  battle, Irimae began to glow with a bright, white aura and her blows emitted bolts of 
  deadly lightning that flayed and felled the fiends that assailed her. Having driven a wedge 
  into the demonic horde, Irimae held her shackle aloft and uttered a guttural scream before 
  exploding in a blast of blinding light that disintegrated more than twoscore demons into a 
  whirlwind of black ash, which the sage Wendren of Arrabar poetically described as the 
  “falling petals of an ebon rose” in his book Bloody Tears: A Study of Sacrifice and 
  Martyrdom. 
   
   
  In the aftermath of her fall, the clergy of Ilmater received dream visions from their 
  deity announcing to all that their faith had welcomed a new “blessed” and naming her 
  Irimae for all to worship henceforth. The priest Malantar collected her relics on the 
  battlefield and she became the first of the “Sacred Sisters”. 
   
   
  NEW ARTIFACT: BLOODY SHACKLE OF IRIMAE 
   
  Weapon (flail), artifact (requires attunement)  
   
  When St Irimae was exalted to the ranks of the “blessed”, the most notable and 
  famous of her surviving relics was the shackle that she had wielded in battle against 
  the Scaled Horde alongside the paladins and holy warriors of the Triad Crusade. 
   The shackle was kept at the Sanctum of Malantar, a now destroyed temple to 
  Ilmater that stood northwest of present-day Sarshel and which was razed by the 
  hobgoblin hordes in 1095 DR. The shackle was lost at that time and has not been seen 
  in the lands of Impiltur since. Reports from as far afield as the towns of Proskur and 
  the backlands of Chondath appear to indicate that the shackle still exists in unknown 
  hands, but the faithful of the Crying God have thus far failed to retrieve this precious 
  artifact. 
   More recently, the priest Ardragus “the Scarred Seer” of the Sacellum of Suffering 
  in Mussum advised the senior priests of his temple that he had seen a vision of the 
  shackle being wielded and profaned by an unknown human. Accordingly, the church 
  of Ilmater has sponsored at least two adventuring bands in the last season to search 
  for the shackle, in an attempt to obtain this lost treasure of the faith.  
   The Bloody Shackle of Irimae is a magic weapon that does damage as a flail and 
  grants a +2 bonus to attack and damage rolls made with it. The shackle also functions 
  as a silver weapon and grants advantage on attack rolls against fiends and saving 
  throws against their spells and special abilities. 
   
  
  Random Properties: The Bloody Shackle of Irimae has the following random 
  properties: 
   
  -­‐‑ 2 minor beneficial properties 
  -­‐‑ 1 major beneficial property 
  -­‐‑ 1 minor detrimental property 
   
   Irimae’s Dismissal. When the shackle scores a critical hit on a fiend it is forced 
  back to its plane of origin and can’t return to your current plane for 24 hours by any 
  means short of a wish spell. 
   Spells. While the shackle is on your person, you can use an action to cast one of the 
  following spells (save DC 18) from it: destructive wave (radiant damage only), dispel 
  evil, or chain lightning. Once you use the shackle to cast a spell, you can’t cast that 
  spell again from it until the next dawn. 
   Bloodfire. While the shackle is on your person, whenever a creature hits you with a 
  melee attack, your wounds erupt with flame that damage the attacker causing it to 
  take 2d8 fire damage.  
   Destroying the Shackle. Destroying the Bloody Shackle of Irimae requires that it be 
  taken to the dead realm of Thanatos in the Abyss and struck with the Wand of Orcus. 
  It is known that the demon prince Orcus hungers to destroy this relic of the Ilmatari 
  faith in revenge for the deeds of St Irimae. 
   
   
  What relics of St Irimae remain are now housed at the Monastery of the Black Rose in 
  the foothills of the Earthfast Mountains. Clergy, pilgrims and followers of Ilmater who 
  attend on St Irimae are known to pray for assistance in righting wrongs and bringing evil 
  to justice. 
   
  St. Kylendra the Afflicted 
   
  Symbol: A blue eye with a red tear at its left corner on a white field 
  Center of Worship: Sanctuary of the White Aster 
  Domain: Suffering 
   
  Kylendra of Marl was a travelling healer and minor priestess of Ilmater who wandered 
  the back roads and trails of the lands of the Easting Reach for over four decades in the 
  800s DR, guided by the hand of the One Who Endures. She came to the lands of Impiltur 
  in the reign of King Beldred II and feeling the weight of her years, retired to a small farm 
  on the eastern fringes of the Grey Forest and settled there. From her humble hut, 
  Kylendra dispensed cures and homespun remedies to the surrounding villages, and the 
  residents of the region came to call her “Mother Kylendra” for her kindness and 
  restorative skills. 
   
  After 877 DR, the kingdom of Impiltur was wracked by a series of plagues that 
  decimated the population, confirming that the realm had come under the special regard of 
  the Mistress of Disease. Kylendra did what she could to stem the tide of death and 
  desolation and succeeded in working miraculous cures, saving many lives. Her skill and 
  devotion to the healing arts brought her to the attention of a hidden cell of Talonar priests 
  and acolytes known as the Russet Circle, hidden in the depths of the Grey Forest, who 
  were the perpetrators of the plagues unleashed on the Forgotten Kingdom. In the Year of 
  the Shining Shield (889 DR) the clergy of Talona came seeking Kylendra to sacrifice her 
  
  to their dread deity. In her desperation, she fled into the woodlands, the Talontar 
  snapping at her heels like hounds on a scent. 
   
  After a night and a day the Talontar captured the aged and infirm Kylendra and took 
  her to their hidden lair. Lead by Venomlord Tragath Ormdûl (a term of address since 
  fallen out of favour in the Church of Talona) the priests and followers of Talona sought to 
  ritually torture Kylendra and summon an avatar of their dread mistress so as to crush 
  Impiltur and the surrounding lands in a Tide of Pestilence. The ritual required the victim 
  to be shattered in mind and body and seek the sweet release of death in Talona’s name. 
   
  Despite a tenday of torture and punishment, Kylendra refused to yield, enduring the 
  ravages visited upon her with stoicism and unfailing strength. At the same time, 
  Kylendra’s disappearance had come to the attention of the Impilturian Crown and 
  armsmen led by a young Lord Lantigar Deepstar came looking for her and discovered the 
  Russet Circle, putting them to the sword. Kylendra of Marl breathed her last the day, 
  satisfied that she had served her god faithfully and endured the trials he had visited upon 
  her. For her devotion and strength of faith, Ilmater raised her to the ranks of his “blessed” 
  as a paragon of the central tenets of his faith. 
   
  The skull and three finger bones of St Kylendra are kept at the Sanctuary of the 
  White Aster, built at the site of the hut she lived in over many years. Priests of the faith 
  maintain that drinking holy water from the skull of St Kylendra purges all poisons and 
  diseases from the imbiber and many worshippers of the Crying God come to this 
  Sanctuary for healing. 
   
  St. Shaleen the Unyielding 
   
  Symbol: A broken black harp on a red field 
  Center of Worship: Orbest of the Blackharp 
  Domain: Discipline 
   
  Shaleen was born a poor shepherd girl along the banks of the River Dunthelar in the 
  village of Rebroar’s Hollow during the Kingless Years, some fifty winters after the fall of 
  the Elethlim Dynasty. Her father Arblaur was a local herder, stolid and humourless while 
  her mother Melintra was rotund and ruddy-cheeked, and possessed of a fine singing 
  voice. 
   
  In the Year of Swordforging (977 DR), Arblaur found a wondrous item, a beautiful 
  silver harp, along the river shore. Seeing no apparent owner and thinking it must be 
  jetsam from some flatboat merchant vessel, the pragmatic Arblaur took the harp home to 
  his wife, thinking correctly that it would be a welcome gift to the music-loving Melintra. 
  The harp entranced Melintra, and she played it constantly even neglecting her chores and 
  other activities. The formerly hardworking Arblaur stayed home also, asking his wife to 
  play the beautiful harp that he had found for her. 
   
  In the days that followed, Melintra began to make the rounds of Rebroar’s Hollow, 
  clutching her silver harp to her breast, and playing for her friends and neighbours. The 
  death of “Old” Dorbrul, one of the village elders, soon after was not considered untoward 
  and Melintra harped at his burial, her fellow villagers standing around as if entranced. 
  The next to pass was the infant daughter of a neighbour who Melintra had visited and 
  played for only the day before, and as the days passed the death toll in Rebroar’s Hollow 
  began to mount.  
   
  Shaleen was greatly disturbed by the deaths of so many friends and acquaintances 
  but was even more concerned at the seeming disinterest of her fellow villagers to what 
  was occurring. Returning home with her flock, she was shocked to see her hitherto 
  youthful parents literally aging before her eyes and neither eating or drinking but wanting 
  only to listen to Melintra’s harping. Within a week all the villagers could do was gather 
  in the village center, mesmerised by Melintra’s playing and falling into a deathlike sleep 
  
  from which fewer and fewer could be roused. 
   
  Shaleen deduced that the harp was the cause of the evil that had descended on 
  Rebroar’s Hollow. In desperation she managed to snatch the harp from her mother’s 
  grasp and avoid the grabs and buffeting of the roused villagers to smash it against the 
  ground, breaking it in twain. The shattered remnants turned as black as coal and from 
  them arose an ebon mist that swirled around Shaleen, chilling her bones but otherwise 
  leaving her unharmed. A shrill voice, malignant and menacing, thrust itself into her mind, 
  naming itself Tzava and threatening her with torments unending if she did not submit to 
  it. Fearful but uncowed, Shaleen defied the fiend and to her relief the entity dissipated in 
  a swirl of fetid air. 
   
  HOLY PLACES OF WORSHIP 
   
  The lands of the Easting Reach and the neighbouring Bloodstone Lands use terms 
  that originated in the Inner Sea for describing holy places of worship to the various 
  deities of the Realms. 
   
  The term sanctul (plural: sanctar) is used for any temple complex of size or note 
  while the term orbest refers to a shrine to a deity, with or without priests or attendants 
  of the faith. The term maerl refers to a holy site or place or power, left untouched for 
  pilgrims to visit and worship in the open. 
   
   
   
  The bravery and strength of will exhibited by Shaleen brought her to the attention of 
  the clergy of the Crying God and in adulthood she became a priestess of Ilmater. It is 
  known that she pursued the entity known as Tzava and destroyed it utterly and then 
  devoted her remaining days to rooting out demons of possession and bolstering the 
  strength and will of the faithful to defy such insidious threats. When Shaleen died in 1058 
  DR, she was exalted to the ranks of the “blessed” by Ilmater and her relics collected and 
  displayed at the shrine built in her memory, north of Hlammach. Clergy and other 
  devotees of Ilmater often bring individuals suspected of being possessed to the Orbest of 
  the Blackharp, believing correctly that it has the power to purge such foul influences. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Divine Domains 
   
  Presented here are three new divine domains that DMs can introduce into their campaign 
  either by means of the Patron Saint feat or as domains associated with a particular deity 
  and accessible in their own right at 1st level. 
   
  Outside the Church of Ilmater, the domains presented here have broad application to 
  the many deities of the Forgotten Realms setting. DMs can use the divine domains set out 
  below as alternatives to the domains presented in the Players Handbook. Obvious 
  examples include allowing the Vengeance domain to clerics of the deity Hoar, or the 
  Suffering domain to clerics of the deity Loviatar. 
   
  DISCIPLINE DOMAIN 
  The Broken God has seen many of his faithful succumb to the subtle torment of 
  possession and mental domination. He grants the strength to his followers to combat this 
  insidious evil and eradicate those who perpetrate such vile sorceries. 
   
  DISCIPLINE DOMAIN SPELLS 
   
  Cleric Level Spells 
   
  1st  
  sanctuary, wrathful smite 
   
  3rd 
  calm emotions, detect thoughts 
   
  5th 
  feign death, magic circle 
   
  7th 
  banishment, freedom of movement 
   
  9th 
  dispel evil, telekinesis 
   
  THIRD EYE 
  Starting after you choose this domain at 1st level, you can use your action to touch a 
  willing creature other than yourself to give it advantage on Wisdom (Perception) checks. 
  This blessing lasts for 1 hour or until you use this feature again. 
   
  CHANNEL DIVINITY: DISPOSSESS 
  Starting at 2nd level, you can use your Channel Divinity to focus the powers of the mind 
  and resist possession and enchantment. As an action, you present your holy symbol and 
  end the charmed condition on any creature within 30 feet of you.  
   
  CHANNEL DIVINITY: SHIELD OF INSIGHT 
  Starting at 6th level, when you are hit by an attack, you can use your Channel Divinity 
  and your reaction to deflect or avoid the strike. You gain resistance to nonmagical 
  damage and advantage on saving throws, including against the attack that damaged you, 
  until the start of your next turn. 
   
  POTENT SPELLCASTING 
  Starting at 8th level, you add your Wisdom modifier to the damage you deal with any 
  cleric cantrip. 
   
  IRON WILL 
  Starting at 17th level, you gain resistance to psychic damage and advantage on saving 
  throws against divination and enchantment spells. 
   
   
   
    
  
  SUFFERING DOMAIN 
  The Suffering domain focuses on the power of endurance and the ability to withstand 
  pain and ill effects. Ilmater also imparts the ability to make others suffer so that they 
  might gain insight into their transgressions and gain awareness regarding how their 
  actions affect others. 
   
  SUFFERING DOMAIN SPELLS 
   
  Cleric Level Spells 
   
  1st  
  false life, ray of sickness 
   
  3rd 
  aid, ray of enfeeblement 
   
  5th 
  aura of vitality, bestow curse 
   
  7th 
  blight, stoneskin 
   
  9th 
  contagion, greater restoration 
   
  BONUS PROFICIENCY 
  When you choose this domain at 1st level, you gain proficiency on Constitution saving 
  throws. 
   
  FORTIFY 
  Also at lst level, you can use your action to touch a willing creature other than yourself to 
  give it resistance to bludgeoning, piercing, and slashing damage from nonmagical 
  weapons for 1 minute. You are able to use this feature a number of times equal to half of 
  your Wisdom modifier (rounded up and a minimum of once). You regain all expended 
  uses when you finish a long rest. 
   
  CHANNEL DIVINITY: EASE SUFFERING 
  Starting at 2nd level, you can use your Channel Divinity to restore the health or senses of 
  the afflicted. As an action, you present your holy symbol and end either one disease or 
  one condition that afflicts any creatures within 30 feet of you. The condition affected can 
  be either blinded, deafened, paralyzed or poisoned. 
   
  HEALING BOON 
  At 6th level, the healing spells you cast on yourself heal others. When you cast a spell of 
  1st level or higher that restores hit points to you, choose any creatures within 30 feet of 
  you to regain hit points equal to the spell’s level. 
   
  DIVINE STRIKE 
  Starting at 8th level, you gain the ability to infuse your weapon strikes with divine 
  energy. Once on each of your turns when you hit a creature with a weapon attack, you 
  can cause that attack to wrack the target with pain, causing it to roll a d4 and subtract the 
  number rolled from its next attack roll or saving throw. When you reach 14th level, the 
  target is affected for its next two attack rolls or saving throws. 
   
  UNBROKEN 
  At 17th level, you gain immunity to effects that cause you to become incapacitated. 
   
   
   
   
   
   
  
  VENGEANCE DOMAIN 
  The Crying God recognises that alleviating suffering means not only protecting the weak 
  and the vulnerable but also punishing those who cruelly inflict suffering on others. The 
  faithful rely on orders such as the Holy Warriors of Suffering to be proactive in this 
  regard and they have become a feared and respected arm of the church. 
   
  VENGEANCE DOMAIN SPELLS 
   
  Cleric Level Spells 
   
  1st  
  compelled duel, longstrider 
   
  3rd 
  hold person, pass without trace 
   
  5th 
  fear, speak with dead 
   
  7th 
  embattlement, fireshield 
   
  9th 
  destructive wave, scrying 
   
  BONUS CANTRIP 
  When you choose this domain at 1st level, you gain the true strike cantrip if you didn’t 
  already know it. 
   
  MARK OF JUSTICE 
  Also at lst level, you gain the ability to magically mark an enemy. Any attack roll you 
  make against an affected creature has advantage for 1 minute. You can use this feature a 
  number of times equal to your Wisdom modifier (a minimum of once). You regain all 
  expended uses when you finish a long rest. 
   
  CHANNEL DIVINITY: RETALIATORY STRIKE 
  Starting at 2nd level, you can use your Channel Divinity to strike at a foe that assails you. 
  When a creature misses you with a melee attack, using your Channel Divinity you can 
  use your reaction to make a melee weapon attack against the creature. If you hit you add 
  +10 to the attack’s damage roll. 
   
  SHARED WRATH 
  At 6th level, when you take damage from a weapon attack, you can use your reaction to 
  grant advantage to a creature within 30 feet of you on its next weapon attack. 
   
  DIVINE STRIKE 
  Starting at 8th level, you gain the ability to infuse your weapon strikes with poison – a 
  gift from your deity. 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 poison damage to the target. When 
  you reach 14th level, the extra damage increases to 2d8.  
   
  IMPLACABLE FOE 
  At 17th level, you can choose to gain advantage on weapon and spell attacks against a 
  type of enemy that has damaged you since your last long rest. Your enemy can be 
  selected from aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, 
  giants, humanoids, monstrosities, oozes, plants, or undead. Only one type of enemy can 
  be selected and remains selected until you have finished a long rest. After a long rest you 
  gain no advantage on weapon and spell attacks until a new enemy damages you and is 
  selected. 
   
   
   
   
  
  The spell embattlement is unique to the priesthood of the Crying God and is occasionally 
  bestowed on devout worshippers and other dedicated servants of Ilmater by that deity in 
  time of need. 
   
  NEW SPELL 
   
  EMBATTLEMENT 
  4th-level abjuration 
   
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
   
  Choose a willing creature that you can see within range. Until the spell ends, all 
  attack rolls against this creature have disadvantage. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Kingdom of Impiltur/Saints of Impiltur - Sacred Sisters of the Crying God.pdf