Martyrdom Domain (5e Subclass)

Martyrdom Domain

Martyrdom Domain Spells
Cleric LevelSpells
1stFalse Life, Heroism
3rdEnhance Ability, Warding Bond
5thMass Healing Word, Crusader's Mantle
7thFreedom of Movement, Guardian of Faith
9thCircle of Power, Hallow

Empowered Speech

Starting at 1st level, you may choose to use your Charisma modifier when calculating your Spell Attack Bonus and Spell Save DC.

Shared Suffering

Also at 1st level, you can take on the pain of your allies. As an action, you may heal all willing creatures of your choice, who can see you and are within 30ft of you. You may heal each creature for a number of hit points up to your Cleric level. The total healing dealt may not exceed your maximum hit points. You then suffer damage equal to the amount you healed. This damage may not be reduced by any means.

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 short or long rest.

Channel Divinity: Rebirth

Starting at 2nd level, you may use your Channel Divinity to bring yourself back from the verge of death.

If you succeed a Death Saving Throw you may use your Channel Divinity to heal yourself for a number of hit points equal to twice your Cleric level.

Touched By Death

Starting at 6th level, you may add your Proficiency modifier to Death Saving Throws.

Inspired Suffering

Starting at 8th level you gain the ability to inspire others with your suffering.

Once per turn, when a creature damages you, you may grant an Opportunity Attack against the creature to one creature who can see you, within 30ft of you. This attack is deals an additional 1d8 radiant damage. When you reach 14th level this damage increases to 2d8.

Ultimate Sacrifice

At 17th level, you gain the ability to greatly sway the tides of battle with your death. As an action you grant temporary hit points equal to your Cleric level to all willing creatures of your choice, who can see you and are within 60 feet of you. While a creature has these temporary hit points they cannot be frightened and deal an extra 1d6 radiant damage with their attacks. You drop to 0 hit points.

You may use this ability once per long rest.


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gollark: It would be bad to kill everyone, but more practically much much harder.
gollark: Probably true, but there are unelected powerful positions.
gollark: Honestly, I hope you never get into a position of power while you still hold these opinions.
gollark: yes.
gollark: ...···
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