Base Class: Cleric
Torturer's Training
At 1st level, you gain proficiency in Heavy Armor and Martial Weapons.
Empowerment of Pain
The Cleric shows their devotion by experiencing the pain they inflict upon others
When you cast a damaging spell, you can reduce your own health by any amount to add the same amount of damage to the spell.
Sanguinary Transference
The cleric pours their lifeforce into a target, forcibly sustaining them.
As a bonus action when you touch a creature, you can reduce your own health by any amount and add heal the target for that amount.
If you are dropped to 0 hit points from this feature, the spell goes off before you drop unconscious. The self-inflicted damage cannot be made non-lethal unless you are under the effect of another spell or ability, but it also cannot break your concentration.
Channel Divinity: Aura of Suffering
As an action, you can expend one use of Channel Divinity to radiate an Aura that lasts for 1 minute and causes pain to those that enter it.
- The aura extends 10 feet from you in every direction, but not through total cover.
- Any Creature of your choice that enters the aura or starts it's turn within it must make a Charisa save or take 1d6 Psychic damage. This increases to 2d6 at level 4, 3d6 at level 7, and 4d6 at level 9.
Accurate Spellcasting
Starting at 8th level, you add +2 to spell attack rolls.
Domain Spells
An Agony Domain Cleric gains the following spells as Domain Spells at the allotted levels:
1st level: Hellish Rebuke, Inflict Wounds
3rd level: Hold Person, Enhance Ability
5th level: Revivify, Animate Dead
7th level: Death Ward, Phantasmal Killer
9th level: Greater Restoration, Raise Dead
Divine Undeath
At 17th level, those who you return to life are raised as more powerful beings than they were before. If you cast any spell that returns a creature to life, you can choose for that creature to become immune to poison damage, the Poisoned condition, and any other types of poison. They are also resistant to necrotic damage, and can add their Wisdom modifier to death saving throws if they choose. A creature can only gain these benefits once, but they are permanent.
After you gain this feature, the first time you die as a result of your Blood Magic, you come back to life in 24 hours with full hit points and the above features. You may only return to life this way once, and only if you were reduced to 0 hit points by Blood Magic with no failed death saving throws which originated from a creature attacking you or forcing you to fail one.
Torturer's Training
At 1st level, you gain proficiency in Heavy Armor and Martial Weapons.
Empowerment of Pain
The Cleric shows their devotion by experiencing the pain they inflict upon others
When you cast a damaging spell, you can reduce your own health by any amount to add the same amount of damage to the spell.
Sanguinary Transference
The cleric pours their lifeforce into a target, forcibly sustaining.
As a bonus action when you touch a creature, you can reduce your own health by any amount and add heal the target for that amount.
If you are dropped to 0 hit points from this feature, the spell goes off before you drop unconscious. The self-inflicted damage cannot be made non-lethal unless you are under the effect of another spell or ability, but it also cannot break your concentration.
Channel Divinity: Aura of Suffering
As an action, you can expend one use of Channel Divinity to radiate an Aura that lasts for 1 minute and causes pain to those that enter it.
-
The aura extends 10 feet from you in every direction, but not through total cover.
-
Any Creature of your choice that enters the aura or starts it's turn within it must make a Charisa save or take 1d6 Psychic damage. This increases to 2d6 at level 4, 3d6 at level 7, and 4d6 at level 9.
Accurate Spellcasting
Starting at 8th level, you add +2 to any spell attack roll.
Unholy Resurrection
At 17th level, those who you return to life are raised as more powerful beings than they were before. If you cast any spell that returns a creature to life, you can choose for that creature to become immune to poison damage, the Poisoned condition, and any other types of poison. They are also resistant to necrotic damage, and can add their Wisdom modifier to death saving throws if they choose. A creature can only gain these benefits once, but they are permanent.
After you gain this feature, the first time you die as a result of your Blood Magic, you come back to life in 24 hours with full hit points and the above features. You may only return to life this way once, and only if you were reduced to 0 hit points by Blood Magic with no failed death saving throws which originated from a creature attacking you or forcing you to fail one.
Spell Breaker
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
what does it mean when it says you can "end one spell"? does it mean end an effect?
cool