Cleric
Base Class: Cleric

A brand, burnt into you by the cloaked servants of the unnamed god, contains a dark magic. Though you may not worship this god, they have deemed you worthy of bestowing their power. Maybe you may have a bigger role to play in their great plan than you would expect.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

A Protector from Beyond

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Channel Abyssal Energy: At What Cost

Starting at 2nd level, you can use your Channel Abyssal Energy to heal the injured.

As an action, you draw your own energy via your brand and transform it into healing energy that can restore a number of hit points equal to the HP donated multiplied by your cleric level. Choose any creature within 30 feet of you, that is not undead or a construct.

Soul Swallower

Starting at the 6th level, when you deal damage to enemies, you can feel the energy leaving their bodies. Your brand will begin to glow if you choose to absorb the energy, gaining HP equal to that dealt.

Divinity Strikes Dark

Starting at the 8th level, the caster will become able to harness the abyssal energy within them. The caster calls upon the dark energy, from the casters brand,  smoke begins to flow out creating a shadow figure a maximum of 20ft away from the caster. When the shadow figure is created it attacks all within a 5ft range of it. All creatures and people within range, regardless of hostility and "side", must make a DEX saving throw with a DC of 15 to dodge the attack or take 5d6 damage.
Once the round is over the caster can roll a WIS ability check of 18 for the shadow to remain on the field, or else the shadow will dissipate. If the caster succeeds on the check, the shadow will remain on the field without being considered an action or bonus action.

From Death Comes...

Starting at 17th level, you gain the ability to draw the energy of whom you are attacking, and supply both yourself and your party members with healing. You are able to draw enough energy to heal the entire party to their max HP. The amount of hit points it takes to heal the entire party to max HP is the amount of damage the enemy takes. This only applies to the party members that are within eye sight. This cannot be used to reduce enemies to 0 HP. This action can only happen only once every long rest.

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