Cleric
Base Class: Cleric

Clerics. Coming in many forms, they all channel their faith in different ways. Some are able to channel the essence of storms to destructive levels, while others can manipulate the very essence of life to deadly and miraculous results. You, however, chose a different path. Your near blind devotion to your deity has led you to take on the role of a flagellant. You whip and punish yourself for the sins you and your fellow creatures have committed. Not shying away from conflict, you welcome all harm with open arms. Yet, those who do harm you better pray they can kill you. But even that may prove futile..

Bonus Profiencies

At 1st level, you gain proficiency with whips and flails.

Repenting Flesh

Thanks to your years of borderline self-mutilation, your skin has toughened and functions as natural armor. 

While not wearing armor, your armor class is equal to 11 + your constitution modifier + your wisdom modifier.

Channel Divinity: Twenty Lashes

Starting at 2nd level, when you hit a target with an attack, you can use Channel Divinity to make the target take 1d4 points of damage at the beginning of each of its turns. This damage stops if the target receives healing from a magical source or a creature (including the target) with a Healer's kit uses their action to make a Medicine check (DC: 8 + your proficiency bonus + Wisdom modifier) in an attempt to close the wound. Note: This will expend a use of the Healer's kit. 

At 7th level, the damage increases to 1d4 + your proficiency bonus.

At 11th level, the damage increases to 2d4 + your proficiency bonus.


Sinner's Devotion

At 6th level, you revel in the agony and suffering of yourself and those you oppose. When your HP is below a number equal to one use of your Hit Die, you gain the following benefits: 

Your attacks crit on a 19 or 20
You gain +5 to melee attack rolls
Killing a creature in this state gains back HP equal to half your damage roll rounded up. 

Going above the health threshold ends the effect. You cannot use this feature for 2 hours once it ends.

At 11th level, your attacks also ignore damage resistances and all attack rolls against you have disadvantage.

Channel Divinity: Sinner's Bond

At 6th level, you can use Channel Divinity to take on the burden of your allies' sins. When you activate this ability, you can choose as many creatures as you want within 30 feet. For the next 5 minutes, any damage those creatures take is split evenly between you and the recipient. This effect does not work if the creature has resistance to the damage type received. If you take damage that would cause your health to fall to 0, the effect ends and your health is set to 1. After this, you can not use this feature again for 10 minutes. 


Rise, sinful one!

At 8th level, you can take pain and dish it back. When your HP drops to 0, it is instead set to 1. You can also make a melee attack as a bonus action on your next turn. 

You can use this feature once per long rest.

Additionally, upon death, your corpse bursts open with barbed chains that tear into the flesh of any who've harmed you. All creatures that have inflicted damage on you take 6d10 slashing damage and must make a Strength {{savedc:wis}} saving throw  or be restrained for 1 minute. Taking damage breaks the chains.

Chains of Absolution

At 17th level, your body becomes wrapped in writhing, spiked chains. If a creature within 15ft of you hits you, the chains will wrap around the creature, forcing them to make a Strength saving throw. If they fail, they take 1d10 slashing damage and 1d10 piercing damage and become Restrained until the beginning of their next turn. If they succeed, the chains will become inert until the end of your next turn. These chains can only Restrain creatures with a maximum size of Large. 

Additionally, the chains function as extra limbs, allowing you to make 2 extra attacks with them as a bonus action with a reach of 10ft. Their damage is equal to 1d10 + 3 and deals slashing damage. 

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