Base Class: Cleric
The Sacrifice domain is for clerics that are concerned more with the needs and wishes of others than with one's own self. They favor acts of sacrifice, giving of themselves for the sake of others. The domain is almost exclusively practiced by clerics of good aligned deities and those that focus on sacrifice, such as Ilmater, Torm, and Tyr.
Note: if you do not own content with the spells Life Transference and/or Aura of Life spells, substitute something similar in their place for domain spells. Since that is protected data, the character builder will not automatically add them to your character sheet, you will have to do that manually.
Domain Spells
You gain domain spells at the cleric levels listed in the Sacrifice Domain Spells table. See the Divine Domain class feature for how domain spells work.
Sacrifice Domain Spells
| CLERIC LEVEL | SPELLS |
|---|---|
| 1st | bless, healing word |
| 3rd | prayer of healing, warding bond |
| 5th | revivify, life transference |
| 7th | aura of life, death ward |
| 9th | greater restoration, mass cure wounds |
Strength of Sacrifice
Your hard work and sacrifice has increased your durability. When you choose this domain at 1st level, your hit point maximum increases by 1, and it increases by 1 each time you gain a level of cleric.
Sacrifice of Vitality
You dedication to helping others before yourself has resulted in your ability to focus more strongly on healing others when you are badly wounded. Whenever you use a spell of 1st level or higher to restore hit points to another creature, and your current hit points are less than half your hit point maximum, you can roll the healing dice twice and take the higher result.
Channel Divinity: Divine Penance
Starting at 2nd level, you can use your Channel Divinity to atone for your misdeeds and plead for healing of your companions.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. You can’t use this feature on an undead or a construct. As part of the channeling, you take damage equal to your cleric level.
Divine Retribution
At 6th level, when an ally of yours within 30 feet of you takes damage from an attack that reduces their hit points to less than half of their maximum, you can use your reaction to deal a retributive strike on the attacking creature. The attacking creature must be within 60 feet of you and they take 3d8 radiant damage on a failed saving throw, and half as much damage on a successful one. Your ally receives healing equal to half the damage, rounded up.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
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.
Your sacrifices enable you to draw upon the energy of the attack to heal yourself or a nearby ally when you hit an enemy with your divine strike. You or your chosen ally within 30 feet of you, receives healing equal to the damage done with your divine strike. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Penitent Soul
Starting at 17th level, you can save souls from departing the land of the living. When an ally you can see drops to 0 hit points within 60 feet of you, you can heal the ally a number of hit points equal to the you cleric level. You can use this feature only if you aren’t incapacitated. Once you use this feature, you can’t do so again until the start of your next turn.
Previous Versions
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