Cleric
Base Class: Cleric

Bearers of burdens and guardians of the meak, those that follow the Martyred Domain believe that their own suffering and the suffering of the wicked is just and righteous, and the pain of the innocent to be the greatest sin there is. Gods that fall into the Martyred Domain are selfless yet vengeful, including but not limited to Ilmater the One Who Endures, Vildeis the Cardinal Martyr, Torm the True and even Tyr the Maimed God.

Domain Spells

You gain domain spells at the cleric levels listed in the Martyred Domain Spells table. See the Divine Domain class feature for how domain spells work.

Martyred Domain Spells

Bloody Devotion

Beginning when you choose this domain at 1st level, your faith is intertwined with the suffering and bloodshed of yourself and the wicked. You gain proficiency with the flail, Longsword, pike, trident and whip. You also gain proficiency in either Intimidation or Medicine.

Sacrifical Lamb

Also at 1st level, your unshaking conviction teaches you that your flesh is expendable, your life a resource to be spent in service of a higher power. When you are targetted by an attack roll by a creature you can see, you can use your reaction to make a weapon or cantrip attack against them, at the cost of giving them advantage on the attack roll against you.

Channel Divinity: Aura of Martyrdom

At 2nd level, you can use your Channel Divinity to take on the suffering of the world by your lonesome. As an action, you can produce a potent aura extending 20 feet in every direction. Allied creatures inside the aura are unaffected and cannot be reached by area spell attacks (such as Arms of Hadar or Fireball), with you being the only one affected. If you would not be hit by the spell but a creature within your aura would, it hits you regardless. You can only be hit by the same area spell attack once. Maintaining the aura requires concentration, and can be held for up to 1 minute. You only have to make a concentration check for this ability if you are damaged by a spell attack.

Endure Punishment

At 6th level, you can bolster your body with the power of faith alone, enduring all pain and punishment that come your way. As a bonus action, you can utter a prayer and prepare to face judgement. The next attack roll made against you before the end of your next turn automatically hits, but the damage you take from it is halved, and you automatically succeed any Strength, Dexterity or Constitution saving throws it would cause you to make.

You can use this ability an amount of times equal to your proficiency bonus per long rest.

Bear the Burden

At 8th level, you can reach into the minds and hearts of others to lift the burdens from their shoulders. As an action, you can touch a creature suffering from a condition (that is not Grappled, Invisible, Prone or Restrained) and cure them of it, while inflicting the same condition upon yourself. If it requires a saving throw, you make that saving throw yourself. If it is from a spell, you are now the target of that spell.

Once you use this ability, you cannot do so again until you complete a long rest.

In addition, your body may be bruised and battered, but your spirit never wavers. You have advantage on saving throws against being Charmed, and you are immune to being Frightened.

Saint of Suffering

At 17th level, your body is a temple of acceptance and suffering, an unbreachable barrier that the meak may hide behind. When a creature within 10 feet of you would take damage that does not force a saving throw, you can use your reaction to magically take that damage instead. If the creature would have resistance or vulnerability to a part of or all of the damage, you also share these benefits and drawbacks. This ignores your usual damage resistances and immunities. You now have resistance to bludgeoning, piercing and slashing from nonmagical attacks.

Martyred Domain Image

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