MagneticKitty
2017-08-11, 03:05 PM
revamped the class.. let me know what you think? Thanks.
Sufferance Domain
The gods of sufferance- including Ilmater the god of suffering, Torm the god of truth, and Tyre the god of justice – promote the ideas of retribution, trial, sacrifice, and lawfulness. Some of these gods use the symbol of justice’s scales, protective armor, or binding ropes to represent protection, order, and legislation. Clerics of the Sufferance domain teach that evil will be punished, and deliverance can come to those in even the most cruel or hopeless of situations.
Cleric Level Spells
1st Arms of Agathys, Cure wounds
3rd Branding Smite, Lesser restoration
5th Aura of Vitality, Vampiric Touch
7th Staggering Smite, Stoneskin
9th Banishing Smite, Reincarnate
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with the whip and flail. Your gain the language Sign Language, which is an exotic language. At level one you gain the cantrip minor illusion (if you use the sound portion of this cantrip, it still counts as breaking your vow)
Silent Vigil
At 1st level, You swear a vow of silence to your god. Your suffering has granted you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. If you wish to cast a spell that requires both verbal and somatic components you must have two empty hands, one for sign language and one for Somatic/materials. If you are casting a smite spell or healing spell you may ignore the voice component of the spell. If you break your vow of silence you must atone with your deity. Your DM may chose one of the following punishments, or may create their own. (alternatively roll 1d4 and chose from the table below)
1) You take 1d4 per cleric level radiant damage
2) You must stay up one night praying (you gain one level exhaustion which you may not heal using your own spells)
3) You must burn 5d20 gold point’s worth of incense, herbs, or offerings
4) You are stricken blind for the next hour. (which you may not heal using your own spells)
Channel Divinity
Starting at the 2nd level, you can use your Channel Divinity to bear the pain of others.
Chanel Divinity: Silent Martyr
As an action you may touch a creature, taking its pain away and bearing it as your own. Chose a single creature, and touch it with your holy symbol, you may chose to roll a number of d4s equal to your cleric level. You take 1 psychic damage for each d4 that is rolled. The creature heals the result of the dice.
If you are reduced to 0 in this way (or from any future abilities that do psychic damage to yourself), you become unconscious from the pain, but stable.
Vitality Transferal
Your familiarity with the flow of pain from one being to another has gotten you used to transferring this energy. Beginning at 6th level, when you deal damage with smite spells you gain temporary hit points equal to the spell level expended. In addition when you use the Channel Divinity Turn Undead to destroy undead, you gain 1 temporary hit point per undead destroyed.
Divine Strike
Beginning at 8th level, you gain the ability to infuse your weapon strikes with psychic 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 psychic damage to the target. When you reach the 14th level, the extra damage increases to 2d8.
Sacrificial Empathy
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. When you do so, you apply your proficiency bonus to the amount of HP they recover. For example, instead of restoring 2d6 hit points to a creature, you restore 12 + your proficiency. When you use this, you take your proficiency as psychic damage to yourself.
Sufferance Domain
The gods of sufferance- including Ilmater the god of suffering, Torm the god of truth, and Tyre the god of justice – promote the ideas of retribution, trial, sacrifice, and lawfulness. Some of these gods use the symbol of justice’s scales, protective armor, or binding ropes to represent protection, order, and legislation. Clerics of the Sufferance domain teach that evil will be punished, and deliverance can come to those in even the most cruel or hopeless of situations.
Cleric Level Spells
1st Arms of Agathys, Identify
3rd Branding Smite, Pass without a trace
5th Aura of Vitality, Vampiric Touch
7th Staggering Smite, Stoneskin
9th Banishing Smite, Reincarnate
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with all martial weapons.
Silent Disciple
Starting at level 1 when you chose this domain, your hit points at first level is now calculated as 12 + your constitution modifier. Any additional levels gain HP as normal per the class features section.
In addition, you may not cast spells with voice component unless they are the range touch or self. Spells meeting this qualification may ignore voice component and may be performed while silenced or without speaking (such as underwater, while holding your breath, and so on). Also at level one you can perform the 1st level spell Silent Image as a cantrip. When you do so in this way, the range of this spell becomes Self, and there is no check needed to determine that it is an illusion, nearby creatures who can see it automatically know it is an illusion unless the creature is below 6 intelligence. If so make the insight check as normal. Ignore the voice component of this spell. Anytime you use a spell with “Smite” in the name, you also take the lowest hit dice’s rolled value as psychic damage to yourself.
Channel Divinity
Starting at the 2nd level, you can use your Channel Divinity to bear the pain of others.
Chanel Divinity: Silent Martyr
As an action you may touch a creature, taking its pain away and bearing it as your own. Chose a single creature, and touch it with your holy symbol, you can restore a creature a number of hit points up to 5 times your cleric level. Roll 1d4.
On a 1 Take the full amount of hp that that you healed as psychic damage to yourself.
On a 2, 3 or 4 Take half the amount of hp that you healed as psychic damage to yourself.
If you are reduced to 0 in this way (or from any future healing abilities that do psychic damage to yourself), you become unconscious from the pain, but stable.
Vitality Transferal and Mental Warding
Beginning at 6th level, when you use the Channel Divinity Turn Undead to destroy undead, you gain ˝ of the max HP of the weakest undead (measured by amount of HP) that was destroyed as self healing. This increases to the two weakest undead creatures destroyed at level 8th, increasing once each time the cr of the creatures increases as per the destroy undead table, up until 5 undead creatures at level 17th. In Addition you now have resistance to psychic damage (including self inflicted psychic damage).
Divine Strike
Beginning at 8th level, you gain the ability to infuse your weapon strikes with psychic 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 psychic damage to the target. When you reach the 14th level, the extra damage increases to 2d8.
Sacrificial Empathy
Starting at 17th level, when you heal a creature other than yourself, you can chose to do the maximum amount the spell can heal. Also apply your proficiency bonus to the amount of HP they recover. When you use this, you take double your proficiency as psychic damage to yourself.
Sufferance Domain
The gods of sufferance- including Ilmater the god of suffering, Torm the god of truth, and Tyre the god of justice – promote the ideas of retribution, trial, sacrifice, and lawfulness. Some of these gods use the symbol of justice’s scales, protective armor, or binding ropes to represent protection, order, and legislation. Clerics of the Sufferance domain teach that evil will be punished, and deliverance can come to those in even the most cruel or hopeless of situations.
Cleric Level Spells
1st Arms of Agathys, Cure wounds
3rd Branding Smite, Lesser restoration
5th Aura of Vitality, Vampiric Touch
7th Staggering Smite, Stoneskin
9th Banishing Smite, Reincarnate
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with the whip and flail. Your gain the language Sign Language, which is an exotic language. At level one you gain the cantrip minor illusion (if you use the sound portion of this cantrip, it still counts as breaking your vow)
Silent Vigil
At 1st level, You swear a vow of silence to your god. Your suffering has granted you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. If you wish to cast a spell that requires both verbal and somatic components you must have two empty hands, one for sign language and one for Somatic/materials. If you are casting a smite spell or healing spell you may ignore the voice component of the spell. If you break your vow of silence you must atone with your deity. Your DM may chose one of the following punishments, or may create their own. (alternatively roll 1d4 and chose from the table below)
1) You take 1d4 per cleric level radiant damage
2) You must stay up one night praying (you gain one level exhaustion which you may not heal using your own spells)
3) You must burn 5d20 gold point’s worth of incense, herbs, or offerings
4) You are stricken blind for the next hour. (which you may not heal using your own spells)
Channel Divinity
Starting at the 2nd level, you can use your Channel Divinity to bear the pain of others.
Chanel Divinity: Silent Martyr
As an action you may touch a creature, taking its pain away and bearing it as your own. Chose a single creature, and touch it with your holy symbol, you may chose to roll a number of d4s equal to your cleric level. You take 1 psychic damage for each d4 that is rolled. The creature heals the result of the dice.
If you are reduced to 0 in this way (or from any future abilities that do psychic damage to yourself), you become unconscious from the pain, but stable.
Vitality Transferal
Your familiarity with the flow of pain from one being to another has gotten you used to transferring this energy. Beginning at 6th level, when you deal damage with smite spells you gain temporary hit points equal to the spell level expended. In addition when you use the Channel Divinity Turn Undead to destroy undead, you gain 1 temporary hit point per undead destroyed.
Divine Strike
Beginning at 8th level, you gain the ability to infuse your weapon strikes with psychic 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 psychic damage to the target. When you reach the 14th level, the extra damage increases to 2d8.
Sacrificial Empathy
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. When you do so, you apply your proficiency bonus to the amount of HP they recover. For example, instead of restoring 2d6 hit points to a creature, you restore 12 + your proficiency. When you use this, you take your proficiency as psychic damage to yourself.
Sufferance Domain
The gods of sufferance- including Ilmater the god of suffering, Torm the god of truth, and Tyre the god of justice – promote the ideas of retribution, trial, sacrifice, and lawfulness. Some of these gods use the symbol of justice’s scales, protective armor, or binding ropes to represent protection, order, and legislation. Clerics of the Sufferance domain teach that evil will be punished, and deliverance can come to those in even the most cruel or hopeless of situations.
Cleric Level Spells
1st Arms of Agathys, Identify
3rd Branding Smite, Pass without a trace
5th Aura of Vitality, Vampiric Touch
7th Staggering Smite, Stoneskin
9th Banishing Smite, Reincarnate
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with all martial weapons.
Silent Disciple
Starting at level 1 when you chose this domain, your hit points at first level is now calculated as 12 + your constitution modifier. Any additional levels gain HP as normal per the class features section.
In addition, you may not cast spells with voice component unless they are the range touch or self. Spells meeting this qualification may ignore voice component and may be performed while silenced or without speaking (such as underwater, while holding your breath, and so on). Also at level one you can perform the 1st level spell Silent Image as a cantrip. When you do so in this way, the range of this spell becomes Self, and there is no check needed to determine that it is an illusion, nearby creatures who can see it automatically know it is an illusion unless the creature is below 6 intelligence. If so make the insight check as normal. Ignore the voice component of this spell. Anytime you use a spell with “Smite” in the name, you also take the lowest hit dice’s rolled value as psychic damage to yourself.
Channel Divinity
Starting at the 2nd level, you can use your Channel Divinity to bear the pain of others.
Chanel Divinity: Silent Martyr
As an action you may touch a creature, taking its pain away and bearing it as your own. Chose a single creature, and touch it with your holy symbol, you can restore a creature a number of hit points up to 5 times your cleric level. Roll 1d4.
On a 1 Take the full amount of hp that that you healed as psychic damage to yourself.
On a 2, 3 or 4 Take half the amount of hp that you healed as psychic damage to yourself.
If you are reduced to 0 in this way (or from any future healing abilities that do psychic damage to yourself), you become unconscious from the pain, but stable.
Vitality Transferal and Mental Warding
Beginning at 6th level, when you use the Channel Divinity Turn Undead to destroy undead, you gain ˝ of the max HP of the weakest undead (measured by amount of HP) that was destroyed as self healing. This increases to the two weakest undead creatures destroyed at level 8th, increasing once each time the cr of the creatures increases as per the destroy undead table, up until 5 undead creatures at level 17th. In Addition you now have resistance to psychic damage (including self inflicted psychic damage).
Divine Strike
Beginning at 8th level, you gain the ability to infuse your weapon strikes with psychic 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 psychic damage to the target. When you reach the 14th level, the extra damage increases to 2d8.
Sacrificial Empathy
Starting at 17th level, when you heal a creature other than yourself, you can chose to do the maximum amount the spell can heal. Also apply your proficiency bonus to the amount of HP they recover. When you use this, you take double your proficiency as psychic damage to yourself.