Cleric
Base Class: Cleric

Clerics of the Revenge Domain heal their friends by absorbing their injuries and pain, and storing it within themselves. They then enact revenge by exuding that pain back into their enemies, in some cases, even creating the very injuries they healed. 

Bonus Proficiency

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

Disciple of Life

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 Divinity: Absorb Injuries

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

As an action, you touch your injured ally and evoke healing energy that can restore a number of hit points equal to five times your cleric level. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

The points healed are added to your points pool, which resets each long rest. 

Injury Reserve

Once per turn, as an action, you can spend some or all of your injury pool to cause damage to a target. 

The entire pool is spent through this ability, roll on the injury chart to cause a specific injury on the same target. The dungeon master will decide how this injury affects the target. 

1. No injury
2. Jammed appendage
3. Minor contusion
4. Pulled muscle
5. Slight headache
6. Ulcer
7. Minor bone break
8. Blown eardrum
9. Substantial contusion
10. Dislocation of minor joint
11. Nerve damage
12. Severe sprain
13. Migraine
14. Dislocation of limb
15. Loss of minor appendage
16. Loss of vision
17. Disfigurement
18. Loss of limb
19. Severe concussion
20. Paralyzation

Holy Sacrifice

Once per long rest, as an action, you can heal a target by taking the damage yourself. This damage can then be dealt to another target on another turn.

On your turn, as an action, you can heal a target you can touch for up to 10 HP. You take an equal amount of damage. 

On a future turn, as an action, you can exert this damage on a target you can touch. When you do so, you heal for the same amount. 

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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

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