Base Class: Cleric
What is a permanent Injury?
Honor comes from battle and the most serious wounds are pleasing to the Gods. But what makes an Injury eligible for the Ritual of Honored Offering? As a rule of thumb, any mutilation that hampers the character. Here are some examples:
- A missing eye, or being blind
- A missing ear, or being deaf
- A missing hand or arm
- A missing foot or leg
- A missing nose
- A disfiguring scar that renders you hideous
- Suffering a permanent reduction of the number of spell slots available.
The GM’s word on what is considered a Permanent Injury is final, and should allocate appropriate drawbacks depending on the nature of the Injury. If you remove the negative effects of such Injury, by magic or any other mean, you cannot reap the benefit of the Ritual.
Ritual of the Honored Offering
Starting at 1st level, as part of a long rest, you can per-form a ritual. Choose a number of Permanent Injures (see sidebar) equal to your Wisdom modifier among any number of creatures you can see. Each participant can choose one of the following benefits for every injury it offered during the ritual:
Benefit of Fortune. The recipient can re-roll a single ability check, attack roll or saving throw.
Benefit of Endurance. As a bonus action, the recipient can spend and roll one of its Hit Die, healing that amount of Hit Points. If one choose this benefit multiple times, it can use multiple dice in a single bonus action.
Benefit of Knowledge. The recipient chooses one 1st-level spell they do not know nor can prepare.“ and “If they take this benefit multiple times, they can learn a higher level spell, but must have spell slots of the appropriate level.
Bonus proficiency
At 1st level, you gain proficiency with heavy armors.
Channel Divinity: Glory of Martyrdom
Starting at 2nd level, you can offer a volunteer’s life on the altar of war. As an action, you or a willing creature you can see reduce all damage taken by 2 (before applying resistances and vulnerabilities), gain advantage on all saving throws, but receive only half the effect of any healing. These effects last 1 minute.
Consecrated Loss
Starting at 6th level, if an ally within 30 ft. that you can see takes damage, you can spend your reaction to grant him the benefits of Blessed Scars. This ability can’t be used on a creature who already has any amount of temporary Hit Points.
Divine Strike
At 8th level, you gain the ability to infuse your weapon with divine energy. 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 radiant damage. When you reach 14th level, the extra damage increases to 2d8.
This Pleases the Gods.
Starting at 17th level, you can decide to gain advantage or disadvantage on your death saving throws.As an action, you touch a character that has been restored to life within the last hour. It gains resistance to bludgeoning, piercing and slashing damage from non-magical weapons and it can lose this benefit as a reaction to negate all the damage from a single instance as soon as it gets hit. A creature can receive the benefit of This Pleases the Gods only once before completing a long rest.
Sacrifice Domain Spells
Cleric Level Spells
1st False Life, Thunderwave
3rd Blindness/Deafness, Enhance Ability
5th Beacon of Hope, Call Lightning
7th Blight, Death Ward
9th Geas, Hallow
Previous Versions
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