Cleric
Base Class: Cleric

This domain is based in Norse traditions of offering sacrifices to gods.

Bonus Proficiency

When you choose this domain at the first level, you gain proficiency with Heavy Armor.

Offer Sacrifice

Also starting at 1st level, you gain the ability to offer sacrifices to your deity, in exchange for gifts of power. Whenever a creature is slain by you or a believer of your deity within your party, you gain a gjof, "gift" from your deity. Creatures provide gjof according to their challenge rating, the number of gjof gained from a creature starts with 1, from a possible CR of 8, and increases by 1 for each successive CR level.

You can then use these gjof to regain lost spell slots, empower your features, or regain spent features. Once generated, these gjof are available until next dawn. You can see what you can do with gjof below. Spending a gjof is a bonus action but you can only make one type of gjof expenditure on each turn.

Regaining Lost Hit Points

• By spending 1 gjof, you can regain lost Hit Points equal to your Wisdom modifier.

• By spending 2 gjof, you can make a target within 30 feet of you regain lost Hit Points equal to your Wisdom modifier

Increasing Damage

• By spending 1 gjof, 8jof, you can add 1d6 radiant damage?or necrotic if Hel) to any damage you inflict once in each one of your turns, for a number of rounds equal to your Wisdom modifier (minimum once).

• By spending 2 gjof, you can add 1d6 radiant damage(or necrotic if Hel) to any damage an ally within 30 feet of you inflicts once in in each one of its turns for a number of rounds equal to your Wisdom modifier(minimum once).

Spells and Spell Slots

• By spending a number of gjof equal to 2 + spell slot level, you can regain a used spell slot of that specified level.

• By spending a number of gjof equal to 1 + spell slot level, you can empower a spell as if affected by Empowered spell metamagic feature of of Sorcerer.

Channel Divinity: In the Name of your Deity

Starting at 2nd level, you can use your Channel Divinity to dedicate the attacks of your allies to your deity and get a bonus to any damage you inflict per turn.

As an action, you present your holy symbol and say a prayer to your deity. Your allies within 30 feet of you gain bonus radiant (or necrotic if Hel) damage equal to your Wisdom modifier with any kind of attack once in each one of their turns.

You and anyone devoted to your deity gains radiant (or necrotic if Hel) damage equal to double of your Wisdom modifier instead. Once activated, this feature lasts for 1 minute.

Mark of Sacrifice

At 6th level, you gain the ability to mark and prepare a target for sacrifice.

As an action, you say a short prayer and point your hand to a target creature that is within 60 feet of you. That target must succeed on a Wisdom saving throw. On a failed save, the creature takes 2d10 radiant damage (or necrotic if Hel) and it is marked for sacrifice. It takes half the damage on a successful save.

A target that is marked, has disadvantage on any saving throws it makes against your spells. Additionally, if you use Offer Sacrifice on that target, it provides an additional gjof when it dies.

Once activated, this feature lasts for 1 minute. You need to finish a long rest or spend 3 gjof before you can use this feature again.

Sacrificial Ground

At 8th level, you gain the ability to perform a ritual that makes a place a sacred ground to make sacrifices to your deity. You make the ritual by saying a special prayer for 1 minute, while marking the boundaries of the area with your hand in the air and spraying some blood of any creature to the ground. It covers an area of 200 feet. If you take any damage or are interrupted because of a condition, the ritual fails, and you must start again. When you are finished, that area becomes a Sacrificial Ground and has the special properties below;

• Gjof you gain from creatures increases by 1.

• You can use Mark for Sacrifice as a bonus action.

• Your spell save DC and spell attack modifier increases by1.

• You can spend 2 gjof to gain advantage on a saving throw.

• You can spend 3 gjof to make a target within 30 feet of you gain advantage on a saving throw

Sacrificial Ground lasts for a number of hours equal to your Wisdom modifier. Once used, you cannot use this feature again until you finish a long rest or spend 6 gjof

Blood Eagle

At 17th level, you gain the ability to offer the greatest sacrifice to your deity, the Blood Eagle. It is the most deeply feared method of execution and sacrifice among the realm. It leaves beholders in awe.

As an action, you target a creature within 60 feet of you. The creature rolls a Constitution saving throw against yourspell save DC. On failed save, it takes 6d10 + your cleric level amount of piercing damage.

If the creature drops to 0 hit points with this damage it's back gets ruptured and its lungs spread over its shoulders resembling an eagle with wings made of blood.

If it's not dropped to 0 hit points, a terrible wound appears on its back and it has disadvantage on its Constitution saving throws for 1 minute.

The creature shouts out unbearable screams, its voice enchanted by the will of your deity. This scream can cause one of the two effects chosen by you:

Fear from the Wrath. The creature's allies within 200 feet of it must roll Wisdom saving throws. Spell save DC for this feature is your spell save DC + gjof worth of the creature as explained above. Those who fail the throw become frightened.

Sacred Fury. Your allies within 200 feet of the target creature get encouraged by the scream. They gain the creature's gjof worth as a bonus radiant damage (or necrotic if Hel) they inflict with any kind of attack (once in each one of their turns). You and anyone devoted to your deity gain an additional radiant damage (or Necrotic if Hel) equal to the creature's gjof worth + your Wisdom modifier.

Once activated, this feature lasts for 1 minute. Once used you cannot use this feature again until you finish a long rest or spend 10 gjof.

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