Base Class: Cleric
The Sacrifice Domain focuses on the selfless power of one's life force. Idolizing self-denial and aid of the weak and dying, the gods of the Sacrifice Domain are among the most selfless and sacrificial of a pantheon – assuming the pantheon contains a god so contradictory. One such example of a Sacrifice domain god is a homebrew god from my pantheon, Yinhwa. Yinhwa, the god of eternal rebirth, sacrifices himself over and over to the Consuming Darkness which threatens to destroy all realms, so as to quell its hunger. Followers of Yinhwa idolize his selfless sacrifice and fuel their healing magic primarily through the forfeiting of their own life force in imitation of their lord. Whether through dirty means of blood spilling with a ceremonial knife or through more mystical means of fatiguing one's self, all Sacrifice Clerics become intimate with the experience of suffering.
(Apologies in advance if Gifted Life is overpowered or easily exploited, I can't tell if it's too heavily restricted or way too strong, since I haven't put the domain into practice yet.)
Class Spell List:
Level 1 - Sanctuary, Cure Wounds
Level 2 - Aid, Warding Bond
Level 3 - Beacon of Hope, Feign Death
Level 4 - Divination, Guardian of Faith
Level 5 - Legend Lore, Reincarnate
Wound Dressings
At 1st level, you gain proficiency in the Medicine skill if you do not already have it and you can double your proficiency bonus when making checks with this skill.
Gifted Life
At 1st level, you can invoke your god's sacrificial nature to heal another creature with your own life essence, or that of another creature.
As a bonus action, choose a creature that you can see within 60 feet and a number less than your current hit points, not including temporary hit points. Reduce your hit points by that number and roll a number of d4s equal to that number; that creature regains hit points to the total of the roll. This spell has no effect on undead or constructs.
If you have damaged another creature this turn with a spell, you can instead, as a bonus action, choose a creature that you can see within 60 feet. That creature regains hit points equal to 2 times your cleric level.
You can use this feature a number of times equal to half your cleric level rounded up + your constitution modifier. You regain all expended uses when you finish a long rest.
Channel Divinity: Chains of the Heart
At 2nd level, you can use your Channel Divinity to thwart others from harming the vulnerable.
As an action, you loose the pains and passions of your heart in the form of ethereal chains. Choose a number of creatures you can see within 30 feet of you up to your proficiency bonus. Until the start of your next turn, any creature who targets one of those creatures with an attack or a harmful spell must first make a Strength saving throw. On a failed save, the creature loses the attack or spell and its movement is reduced to 0 and it loses its reactions. This spell doesn’t protect the chosen creatures from area effects, such as the explosion of a fireball.
Bloody Nature
At 6th level, your experience with nearing the grave has enabled you to slow your descent.
As a reaction, when you have half of your health point maximum or less and are hit by an attack, before damage is rolled, you can grant yourself resistance to the damage type of the attack until the start of your next turn. If the attack has two or more damage types, you choose which damage type to resist.
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.
Powerful Essence
At 17th level, your life essence becomes supremely versatile and powerful.
When you use the Gifted Life feature, you may now instead choose any number of creatures within 200 feet of you and a number less than your current hit points, not including temporary hit points. Reduce your hit points by that number and roll a number of d6s equal to this number. You may restore hit points to the chosen creatures in any combination such that the total amount of hit points restored is equal to or less than the total of the roll.
When you use the Gifted Life feature, if you have damaged another creature this turn with a spell, you may now instead choose any number of creatures within 200 feet of you. You may restore hit points to the chosen creatures in any combination such that the total amount of hit points restored is equal to or less than 3 times your cleric level.
The Gifted Life feature may now restore hit points to undead and constructs.
You now regain up to 3 expended uses of the Gifted Life feature on a short rest.
Comments