Base Class: Cleric
All clerics, through their devotion and prayer, influence the forces of life and death in their own ways. You, however, worship a particular facet of the gods that pushes the very boundaries of divine magic. You worship a god of mystery, of rebellion, of manipulation. You worship a god who bargains with the fabric of the universe and succeed. You worship a god who will continue to reward you, as long as you remain unquestioningly loyal.
You worship a god of sacrifice.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.
Fanatical Offerings
Beginning at 1st level, your god bolsters you and your allies whenever you slaughter foes and offer them up as sacrifices.
When you or a friendly creature you can see within 60 feet of you reduces an enemy to zero hit points and kills them, you can use your reaction to capture the fallen creature's soul. As part of the same reaction, you can do one of the following:
- Grant an ally within 30 feet a number of temporary hit points equal to 1d8 + your Wisdom modifier.
- Grant yourself a bonus to the damage roll of the first melee attack you make on your next turn equal to your Wisdom modifier.
The enemy must have a Challenge Rating greater than zero. You can use this reaction a number of times equal to your proficiency bonus.
Channel Divinity: Life Force Manipulation
Starting at 2nd level, you can use your Channel Divinity to harm your foes and strengthen your allies by sacrificing your own life force.
As an action, you present your holy symbol, causing a wave of necrotic energy to surge forth from you. Creatures of your choice within 30 feet of you must make a Constitution saving throw or take necrotic damage equal to your 2d8 + your cleric level on a success, and half on a failure. Immediately after, you can choose one creature also within range who receives temporary hit points equal to the damage dealt.
Undead and constructs are immune to this feature. While these temporary hit points are active, you cannot receive any healing. Any spells that would restore hit points fail and the spell slot is wasted, and any healing potions or similar items also fail and are still consumed.
Death's Bargain
Beginning at 6th level, as a reward for you devoted loyalty, your god can manipulate fate in your favour... for the right price.
Whenever you fail an ability check or saving throw, you can expend one of your Hit Die (1d8), roll it, and add the total to the ability check or saving throw.
You can use this feature as many times as you'd like, provided you have Hit Dice available to expend.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes 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 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Mastery of Life and Death
Starting at 17th level, you have ultimate control over your own life force, manipulating it to invigorate your allies or bolster your own powers.
When you use your Channel Divinity: Life Force Manipulation, you can sacrifice any number of your hit points (leaving yourself with a minimum of one HP), which then results in an additional effect to your Channel Divinity:
- The damage dealt by your Channel Divinity receives a bonus equal to the hit points sacrificed.
- The temporary health points provided increases by a number equal to the hit points sacrificed. When a creature has these temporary hit points, they have resistance to bludgeoning, piercing, and slashing damage.
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