Cleric
Base Class: Cleric

Gods of sacrifice do not expect their devotee's to follow their example, but they typically do nonetheless. These devout followers empower their allies to endure and withstand against the endless tides of darkness. Deities of sacrifice include Ilmater, Lathander, Eilistraee, and Hiatea. Followers of these deities pursue places of undue suffering, seeking to help those who need aid so they may see the light of a new dawn. Clerics of the Sacrifice domain are often found on the frontlines of conflict, aiding the wounded, easing the dying into the beyond, and ensuring their allies are able to hold and endure. While their magic is able to help their allies stand tall, most sacrifice domain followers have, predictably, short-lived careers. 

Level 1: Enduring Martyr

Starting at 1st level, your connection to the divine allows you to increase the restorative capabilities of your magic at the cost of your own vitality. Whenever you cast a targeted spell that restores hit points of 1st level or higher on someone other than yourself, you may choose to take necrotic damage less than or equal to your current hit points. If you choose to do so, the target of your healing spell regains a number of hit points equal to the necrotic damage you take. The necrotic damage taken from this effect cannot be reduced. 

Furthermore, you are able to augment your healing magic, at a greater cost. You gain one of the following effects that you may use to modify your healing spells. You gain another option at 6th, 10th, and 17th level.

 

Distant Healing

When you cast a targeted spell that restores hit points to a creature that has a range of 5 feet or greater, you may take 5 necrotic damage to double the range of the spell.

When you cast a targeted restoration spell that has a range of touch, you may take 5 damage to increase the range of the spell by 15 feet. Furthermore, you may take 5 additional necrotic damage for every increase of 15 feet you wish to occur.

These effects cannot be combined.

Empowered Mending

When you roll the healing for a targeted restorative spell, you may take 5 necrotic damage to reroll a number of dice used that is less than or equal to your Wisdom modifier (minimum of one). You must use the new rolls.

Palliative Cure

You may take 5 points of necrotic damage to cure one disease or poison. These effects must be mundane in nature and not originate from a magical sourc

Quickened Restoration

When you cast a targeted spell that restores hit points to a creature that has a casting time of 1 action, you may take 5 x 1/2 the spell's level (rounded up) necrotic damage to change the casting time to 1 bonus action for this casting.

Twinned Remedy

When you cast a targeted spell that restores hit points to a single creature, you may take necrotic damage equal to 5 + 5x(the spell's level) to target a second creature in range with the same spell.

Empathy for the Dead

You have an uncanny ability to understand the dead. By spending a minute meditating in the presence of a corpse, you gain an intimate familiarity with the emotional state of the creature when it died, as well as the final thoughts the creature experienced.

Level 6: Share the Load

Starting at 6th level, your divine mandate empowers you to shoulder a burden meant for another. When a creature you can see is about to take damage, you can use your reaction to negate the damage by taking half as much instead. The damage cannot be reduced. Additionally, any conditions currently afflicting the target are transferred to you if applicable.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cantrip.

Level 17: Final Sacrifice

You channel your connection to the divine in a final act of defiance against a fated end. As an action you send out a nova of radiant light, healing and reviving deceased allies and damaging enemies in a 50 ft. radius sphere centered on yourself. Any currently living allies caught within this nova are immediately restored to half of their maximum hit points if they are less than that and any negative conditions are removed. Furthermore, any deceased allies that have died within the last 10 minutes are restored to life, regain consciousness, and are healed to 1 hit point. Any enemies within the nova must make a constitution saving throw. Enemies that fail this save take 20d6 radiant damage and are blinded. Enemies that succeed on this save are not blinded and take half damage.

After using this ability your hit points are immediately reduced to zero, you die, and turn to ash.

Comments

Posts Quoted:
Reply
Clear All Quotes