Cleric
Base Class: Cleric

Sacrifice Domain Spells

Cleric Level Spells

1st - False Life, Purify Food and Drink

3rd - Blindness/Deafness, Enhance Ability

5th - Bestow Curse, Beacon of Hope

7th - Blight, Death Ward

9th Geas, Hallow


 

Ritual of the Honored Offering

Starting at 1st level, as part of a long rest, you can per-form a ritual. Choose a number of Permanent Injures less than or equal to your Wisdom modifier among any number of creatures you can see.Each participant can choose one of the following benefits for every injury it offered during the ritual: Benefit of Fortune. The recipient can re-roll a single ability check, attack roll or saving throw. Benefit of Endurance. As a bonus action, the recipient can spend and roll one of its Hit Die, healing that amount of Hit Points. If one choose this benefit multiple times, it can use multiple dice in a single bonus action. Benefit of Knowledge. The recipient chooses one1st-level spell they do not know nor can prepare.“ e poi “If they take this benefit multiple times, they can learn a higher level spell, but must have spell slots of the appropriate level. Every benefit lasts until the next long rest. Bonus proficiency. At 1st level, you gain proficiency with heavy armors.


 

Blessed Scars

Starting at 1st level, after you take damage while you are already under your full Hit points, you gain temporary Hit Points equal to your Wisdom Modifier, and you add that same amount the next weapon attack and damage roll you make within your next turn. You can’t benefit from this feature if you already have any amount of temporary Hit Points.Channel divinity: Glory of Martyrdom Starting at 2nd level, you can offer a volunteer’s life on the altar of war. As an action, you or a willing creature you can see reduce all damage taken by 2 (before applying resistances and vulnerabilities), gain advantage on all saving throws, but receive only half the effect of any healing. These effects last 1 minute.


 

Consecrated Loss

Starting at 6th level, if an ally within 30 ft. that you can see takes damage, you can spend your reaction to grant him the benefits of Blessed Scars. This ability can’t be use on a creature who already has any amount of temporary Hit Points.


 

Divine Strike

At 8th level, you gain the ability to infuse your weapon 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. When you reach 14th level, the extra damage increases to 2d8.


 

This Pleases the Gods

Starting at 17th level, you can decide to gain advantage or disadvantage on your death saving throws.As an action, you touch a character that has been restored to life within the last hour. It gains resistance to bludgeoning, piercing and slashing damage from non-magical weapons and it can lose this benefit as a reaction to negate all the damage from a single instance as soon as it gets hit.A creature can receive the benefit of This Pleases the Gods only once before completing a long rest.


 

What is a permanent Injury?

Honor comes from battle and gods grievous wounds please the gods. But what makes an Injury eligible for the Ritual of Honored Offering? As a rule of thumb, any mutilation that hampers the character. Here are some examples:

• A missing eye, or being blind

• A missing an ear, or being deaf

• A missing hand or arm

• A missing foot or leg

• A missing nose

• A disfiguring scar that renders you hideous

• Suffering a permanent reduction of the number of spell slots available.

The GM’s word on what is considered a Permanent Injury is final, and should allocate appropriate drawbacks depending on the nature of the Injury. If you remove the negative effects of such Injury, by magic or any other mean, you cannot reap the benefit of the Ritual.


 

 

Eir's Gift

Eir, the goddess of healing, provides you with a gift.

Truesight Eye

The character has one eye that sees in truesight, which they keep covered. Removing the cover allows the character to cast True Seeing, which only provides it's benefits at half the range it usually would.

This spell gives the character the ability to see things as they actually are. For the duration, the character has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 60 feet.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Ritual of the Honored Offering

Starting at 1st level, as part of a long rest, you can perform a ritual. Choose a number of permanent injuries less than or equal to your Wisdom modifier among any number of creatures you can see. The GM will assign appropriate permanent rewards based on the injuries inflicted.

Blessed Scars

Starting at 1st level, after you take damage while you are already under your full Hit points, you gain temporary Hit Points equal to your Wisdom Modifier, and you add that same amount the next weapon attack and damage roll you make within your next turn. You can’t benefit from this feature if you already have any amount of temporary Hit Points.

Channel Divinity: Glory of Martyrdom

Starting at 2nd level, you can offer a volunteer’s life on the altar of war. As an action, you or a willing creature you can see reduce all damage taken by 2 (before applying resistances and vulnerabilities), gain advantage on all saving throws, but receive only half the effect of any healing. These effects last 1 minute.

Consecrated Loss

Starting at 6th level, if an ally within 30 ft. that you can see takes damage, you can spend your reaction to grant him the benefits of Blessed Scars. This ability can’t be use on a creature who already has any amount of temporary Hit Points.

Divine Strike

At 8th level, you gain the ability to infuse your weapon 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. When you reach 14th level, the extra damage increases to 2d8.

This Pleases the Gods

Starting at 17th level, you can decide to gain advantage or disadvantage on your death saving throws. As an action, you touch a character that has been restored to life within the last hour. It gains resistance to bludgeoning, piercing and slashing damage from non-magical weapons and it can lose this benefit as a reaction to negate all the damage from a single instance as soon as it gets hit. A creature can receive the benefit of This Pleases the Gods only once before completing a long rest.

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