Cleric
Base Class: Cleric

The clerics of this domain sacrifice there own lives from either the benefit of others or detriment to the enemy, or both.

Domain Spells

You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.

Grave Domain Spells

Cleric Level Spells
1st banefalse life
3rd aidray of enfeeblement
5th counterspellvampiric touch
7th blightdeath ward
9th harmraise dead

Health to Give

At 1st level, you gain the ability to double your Constitution modifier upon any level up, even first level, taking your pool of blood and turning it into the tool for true agony of divination.

 

Loose and Give

At 1st level, you can take from your own blood pool in order to give health to others or inflict damage on enemies. As a Free action you may add an additional hit die to the damage or healing of any spell you cast, but you take damage equal to the number rolled on the additional hit die. 

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Blood Pool

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for an assortment of effects, you may do one of the following:

  • As and action you may sacrifice your own health to gain back lost spell slots, you can take a number of damage equal to double the level of the spell. For instance if you want to regain a 3rd level spell slot you must take 6 damage. This only has a maximum of 6th level spell slots. You can do this a number of times equal to your wisdom modifier.
  • As a reaction of forcing a save on some one, you may loose hit points to lower the save roll potentially causing them to fail. You can sacrifice up to 2 hit die in order to lower the roll of the save by the amount you rolled on the hit die. For example you cast Harm on an enemy, your dc is 18, they roll a 24 on there constitution saving throw, you may use your reaction to lower the number by 1 or 2 hit die (1d8 or 2d8) but you take damage equal to the number you roll.
  • As an action your my pull from your pool of blood to give your allies health even past the traditional spells. You may offer them any number of hit points as long as you take damage equal to the amount you give. For example you give your paladin friend 20 hit points for healing, you then intern take 20 necrotic damage (this overcomes resistances and immunities).

 

Transfer of Suffering

At 6th level, you gain the ability to impede death’s progress.As a reaction when you or a creature you can see within 30 ft. suffers a hit, you can take half the damage dealt to the creature.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Keeper of Souls

Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.

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