Sin Eater Domain (5e Subclass)

From D&D Wiki

Jump to: navigation, search

SinEater Domain[edit]

The Sineater domain deals with the use of negative energy as a healing instrument. It takes negative energy's ability to consume and focuses it on removing harmful effects to a being instead absorbing life energies. This leaves the body to repair almost instantly as of the damage was never done in the first place and in some cases temporarily alleviate underlining deterrents resulting on momentarily boost in health. Almost any non-evil deity can claim influence over this domain, particularly gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), gods of home and community (such as Hestia, Hathor, and Boldrci), gods of the death or afterlife (Kelemvor, Wee Jas, Hades, The Blood of Vol, Anubis, and Osiris, and gods of goodness and darkness ( Boler and The Dark Cryogen). Gods of life and light or gods of evil have never been known to take this domain.

SinEater Domain Spells[edit]
Cleric Level Spells
1st Cure Wounds, False Life
3rd Lesser Restoration, Warding Bond
5th Mass Healing Word, Revivify
7th Death Ward, Guardian of Faith
9th Circle of Power, Raise Dead

Last Meal[edit]

You touch a living creature that has 0 hit points. The creature's hit points raises to 1 and it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on deathless, undead or constructs

Absorb Agony[edit]

Also at 1st level, you can take on the pain of your allies. Whenever you use a spell of 1st level or higher to restore hit points to a creature, you take damage equal to 2 + the spell's level but in exchange both you and the creature gains additional temporary hit points equal to 1 + twice your cleric level.

Channel Divinity: Consume Maladies[edit]

"Starting at 2nd level, you may use your Channel Divinity to cure yourself or a creature of one disease, negative status effect, or neutralize one poison affecting it. In addition the person healed gains temporary hit points equal to 3 times your cleric level."

Metabolize Pain[edit]

Starting at 6th level, your Absorb Agony you no longer take damage from the effect, in addition your temporary hit points increases to 5 + twice your Cleric level.

Divine Strike[edit]

At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Devour Death[edit]

At 17th level, you gain the ability to revive a creature that has died as the Revivify spell. The only difference is a creature revived by this method can not be dead no longer than 7 days.

You may use this ability once per long rest.


0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: