Cleric
Base Class: Cleric

The domain of Sacrifice is for the Cleric who focuses on interceding their very existence for their allies.  Adjacent to the Life domain, whose who follow this path are penitent for not only themselves, but for others as well.  The gods followed by Clerics of the Sacrifice Domain are usually of a chaotic and/or non-good alignment.

 

Domain Spells

When you choose this domain at 1st level, you learn the following spells:

CLERIC LEVEL SPELLS
1st Bless, Sanctuary
3rd Prayer of Healing, Warding Bond
5th Beacon of Hope, Vampiric Touch
7th Death Ward, Guardian of Faith
9th Hallow, Mass Cure Wounds

Penitent Vitality

When you choose this domain at 1st level, your vitality is bolstered. Your hit point maximum increases by 1, and it increases by 1 every time you gain a Cleric level.

While you are below half of your maximum hit points (rounded up), you may roll twice whenever you cast a healing spell which affects another creature and take the higher roll.  You may do this a number of times equal to your Wisdom modifier between long rests.

Life Line

Also starting at 1st level, you may use a bonus action form a bond with an ally you can see within 30 feet. Whenever a creature you are bonded with takes damage, you may use your reaction to reduce that damage by an amount equal to one of your hit die + your Constitution modifier; this expends one of your hit die when you do this.

Also, whenever you cast a healing spell which requires a dice roll, a bonded ally takes additional healing equal to your proficiency bonus.

You may be bonded to a number of creatures equal to your Constitution modifier (minimum of one). A bond is broken when you or the bonded ally moves out of range or fall unconscious, or when you choose on your turn (does not require an action).

Channel Divinity: Penitence

Starting at 2nd level, you can use your Channel Divinity to punish yourself in atonement to heal your allies' damage, which was only caused by your failings as a healer.

As a bonus action, you present your holy symbol and a beam of radiant light engulfs you. You take radiant damage up to double your Cleric level, providing a pool of hit points equal to double the damage you took. You may use this pool to heal a number of allies equal to your proficiency bonus within 30 feet, divided as you wish.

Beginning at 6th level, the bond you form with allies becomes stronger. The range at which your bond breaks is now 60 feet, but you still must be within 30 feet to form a bond. You gain a number of hit dice to be used as you wish equal to your Wisdom modifier (minimum of one, maximum of five).

When casting a single-target healing spell on a bonded ally, you may choose to take damage equal to a number of your hit die up to 3d8. The damage you take transfers as healing to your target.

You may also now spend a number of hit dice up to half your Wisdom modifier (minimum of one) when reducing damage on bonded allies, as per the Life Line feature.

Penitent Strike

At 8th level, you gain the ability to transfer other’s pain into health for your bonded allies by infusing your attacks with divine energy. Once on each of your turns, when you hit a creature with a weapon attack, the damage dealt is also transferred into hit points for yourself or a bonded ally of your choice.

You may use this ability a number of time equal to your Wisdom modifier (minimum of one time) per long rest.

Thicker than Water

Starting at 17th level, your bond is more than your word. The damage reduction provided to a bonded ally is now maximum (8 + your Constitution modifier per hit die).

As a bonus action, you may magically trade locations with a bonded ally within 30 feet of you. When you do this, you both gain 10 temporary hit points. Once used, you cannot do this again until you complete a short or long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/4/2018 5:13:04 PM
1396
29
1.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes