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Saints Domain

Unlike other domains, the Saint’s Domain doesn’t focus on association with any particular types of gods. Clerics who adopt this domain—or are unknowingly called to it—dedicate themselves to the protection of others and draw strength from the transcendent love that binds communities together. Such selfless dedication awakens a spark of divinity within an individual, granting them miraculous powers to defend others.

Cleric Level Spells
1 Protection from Evil and Good, Shield of Faith
3 Lesser Restoration, Warding Bond
5 Beacon of Hope, Revivify
7 Guardian of Faith, Halo of Blood and Tears
9 Commune, Greater Restoration
 

Bonus Proficiencies

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

Shared Suffering

Also at 1st level, you can divert injuries dealt to your allies by taking on some of their pain. When a friendly creature you can see within 30 feet of you takes damage, you can use your reaction to prevent any amount of that damage. If you do so, you lose hit points equal to the damage prevented, regardless of the type of damage and your resistances or immunities.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
 

Channel Divinity: Self Sacrifice

Starting at 2nd level, you can expend your vitality to heal your allies or harm your foes. As a bonus action, you present your holy symbol, lose a number of hit points of your choice up to four times your cleric level, and cause one of the following effects.
Heal. One friendly creature you can see within 30 feet of you regains hit points equal to the amount of hit points you lost.
Harm. Make a ranged spell attack against a creature you can see within 60 feet. On a hit, the target takes radiant damage equal to the amount of hit points you lost. If the attack misses, you don’t lose the hit points.
 

Soldier of Sorrow

Beginning at 6th level, your spells become more potent as your body sustains more damage. Whenever you have less than half your hit point maximum, you gain the following benefits:
  • When you cast a spell of 1st level or higher that deals damage, the spell deals extra damage equal to your proficiency bonus + the spell’s level.
  • When you cast a spell of 1st level or higher that restores hit points to a creature other than you, the target regains additional hit points equal to your proficiency bonus + the spell’s level.
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    Divine Strike

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

    Martyr’s Shield

    Starting at 17th level, your inherent divinity keeps you from dying until your mission is complete. When you are reduced to 0 hit points but not killed outright, you can use your reaction to continue fighting. For 1 minute, having 0 hit points doesn’t make you fall unconscious. You must still make death saving throws when you start your turn with 0 hit points, as normal, and you still suffer a death saving throw failure if you take damage while you have 0 hit points, as normal. You don’t die from failed death saving throws while this effect is active. When this effect ends, you die only if you still have 0 hit points and failed at least three death saving throws. Once you use Martyr’s Shield, you can’t do so again until you finish a long rest.


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