Oerlaf
2019-10-08, 12:02 AM
This is my idea of a homebrew defensive cleric who can do something to save his allies even while out of spell slots. Of course, I added some damaging options so to make it a bit balanced.
NB: Since I knew this would be quite a situative domain, the domain features are deliberately left without sentence "that you see" - otherwise this would be too weak, IMO.
Cleric Level
Spells
1st
healing word, sanctuary
3rd
aid, lesser restoration
5th
aura of vitality, mass healing word
7th
aura of life, death ward
9th
greater restoration, mass cure wounds
Improved Healing
When you choose this domain at 1st level, when you cast any spell that would cure more damage than the target has taken, the target gains the excess as temporary hit points. You can bestow a maximum number of temporary hit points equal to the target’s level (or Challenge Rating, if it doesn’t have a level) – 3 in this manner (minimum of 1). These temporary hit points last up to a number of hours equal to your cleric level.
A creature that currently has any of these temporary hit points also gains advantage on Constitution saving throws and on ability checks made to resist being shoved or grappled. These bonuses end when the last temporary hit point is lost or expires.
Sanctuary of the Temple
Also starting at 1st level, you can defend dying creatures from those without honor. When a creature within 60 feet of you drops to 0 hit points, you can use your reaction to cast a sanctuary spell on that creature without expending a spell slot. The spell lasts until the target has at least 1 hit point. The attackers have disadvantage on their Wisdom saving throws against the spell.
Channel Divinity: Halt the End
Starting at 2nd level, you can use your Channel Divinity to help those who are at the edge of life.
As a reaction, when a creature within 60 feet of you makes a death saving throw, you can give the creature a bonus to the saving throw equal to your proficiency bonus.
Retribution Aura
Starting at 6th level, any creature that deals damage with a melee attack to you or one of your allies within 10 feet takes 4d4 + your Wisdom modifier radiant damage (no save).
Also, if a creature hits your ally within 30 feet who is unconscious and at 0 hit points, it takes 8d12 + your Wisdom modifier radiant damage instead (no save).
Pact of Martyrdom
Starting at 8th level, you can magically exchange hit points totals with another creatures.
As an action, you can expend a 4th-level spell slot and target one willing or unconscious creature within 120 feet of you that has fewer hit points than you do. If the target was unconscious and at 0 hit points, you become unconscious and at 0 hit points. If the target was unconscious and stabilized, you become unconscious and stabilized. You can only transfer actual hit points, not temporary hit points.
Punish the Wicked
Starting at 17th level, as an action, you can magically call to celestial powers and sound the trumpet of sparkles. The sound can be heard out to a range of 600 feet, and you create a 30-foot cone of radiant energy. Creatures in the cone must make a Constitution saving throw, taking 14d6 radiant damage on a failed saving throw, or half as much damage on a successful saving one. Evil creatures have disadvantage on the saving throw and good creatures take no damage.
In addition, if a creature dealt damage to a character who had been unconscious and at 0 hit points since the start of your previous turn, it fails the saving throw automatically, cannot use any features that would allow it to succeed on the saving throws and takes maximum damage.
You can use this feature a number of times equal to your Wisdom modifier, and you regain all the expended uses when you finish a long rest.
NB: Since I knew this would be quite a situative domain, the domain features are deliberately left without sentence "that you see" - otherwise this would be too weak, IMO.
Cleric Level
Spells
1st
healing word, sanctuary
3rd
aid, lesser restoration
5th
aura of vitality, mass healing word
7th
aura of life, death ward
9th
greater restoration, mass cure wounds
Improved Healing
When you choose this domain at 1st level, when you cast any spell that would cure more damage than the target has taken, the target gains the excess as temporary hit points. You can bestow a maximum number of temporary hit points equal to the target’s level (or Challenge Rating, if it doesn’t have a level) – 3 in this manner (minimum of 1). These temporary hit points last up to a number of hours equal to your cleric level.
A creature that currently has any of these temporary hit points also gains advantage on Constitution saving throws and on ability checks made to resist being shoved or grappled. These bonuses end when the last temporary hit point is lost or expires.
Sanctuary of the Temple
Also starting at 1st level, you can defend dying creatures from those without honor. When a creature within 60 feet of you drops to 0 hit points, you can use your reaction to cast a sanctuary spell on that creature without expending a spell slot. The spell lasts until the target has at least 1 hit point. The attackers have disadvantage on their Wisdom saving throws against the spell.
Channel Divinity: Halt the End
Starting at 2nd level, you can use your Channel Divinity to help those who are at the edge of life.
As a reaction, when a creature within 60 feet of you makes a death saving throw, you can give the creature a bonus to the saving throw equal to your proficiency bonus.
Retribution Aura
Starting at 6th level, any creature that deals damage with a melee attack to you or one of your allies within 10 feet takes 4d4 + your Wisdom modifier radiant damage (no save).
Also, if a creature hits your ally within 30 feet who is unconscious and at 0 hit points, it takes 8d12 + your Wisdom modifier radiant damage instead (no save).
Pact of Martyrdom
Starting at 8th level, you can magically exchange hit points totals with another creatures.
As an action, you can expend a 4th-level spell slot and target one willing or unconscious creature within 120 feet of you that has fewer hit points than you do. If the target was unconscious and at 0 hit points, you become unconscious and at 0 hit points. If the target was unconscious and stabilized, you become unconscious and stabilized. You can only transfer actual hit points, not temporary hit points.
Punish the Wicked
Starting at 17th level, as an action, you can magically call to celestial powers and sound the trumpet of sparkles. The sound can be heard out to a range of 600 feet, and you create a 30-foot cone of radiant energy. Creatures in the cone must make a Constitution saving throw, taking 14d6 radiant damage on a failed saving throw, or half as much damage on a successful saving one. Evil creatures have disadvantage on the saving throw and good creatures take no damage.
In addition, if a creature dealt damage to a character who had been unconscious and at 0 hit points since the start of your previous turn, it fails the saving throw automatically, cannot use any features that would allow it to succeed on the saving throws and takes maximum damage.
You can use this feature a number of times equal to your Wisdom modifier, and you regain all the expended uses when you finish a long rest.