Base Class: Cleric
The Savior Domain produces clerics willing to give up their well-being for the benefit of others.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Transfer Person
Starting at 2nd level, the savior gains the ability to switch physical places with a willing ally within 30 ft as a bonus action. This ability can be used a limited number of times which increases as you level up.
Channel Divinity: Damage Transference
Starting at 2nd level:
As an action, you can use Channel Divinity creating a magical aura in which all willing ally's within 20 ft transfer half of all damage to the cleric for as long as the spell is active or until the duration is finished. The savior can choose to dismiss the spell without the use of an action on its turn.
Service to the People
Starting at 6th level:
Once per long rest, the savior can inflict injury upon itself to grant all ally's within sight temporary hit points equal to the amount of damage the savior is willing to give up. These temporary hit points last for 1 hour and cannot be regenerated if lost. For the spell's duration, the cleric cannot regenerate the sacrificed hit points. The savior can dismiss this spell on its turn as an action.
Savior's Sacrifice
Starting at 8th level:
On the savior's turn, if an ally is currently unconscious (at 0 hit points or below), the savior can choose to inflict a near mortal wound to itself dropping to 1 hit point. All of the hit points lost are transferred to the unconscious ally.
If an ally dies from either failing three death saving throws or from an automatic death from massive damage, and this ability is cast on the savior's next possible turn, the savior sacrifices its life for the ally automatically restoring the ally to maximum hit points. The savior is dead and cannot be brought back by any form of resurrection.
Wrath of the Gods
Starting at 17th level:
Any time the savior falls to 0 hit points as a result of receiving damage from an enemy, the heavens scream as a blast of radiant energy smites the foe which downed the savior. A radiant bolt strikes the target who downed the savior ignoring any applicable resistances and dealing 14d10 damage.
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