Cleric/Martyr Domain

Contents
Martyr Domain
Followers of gods that believe in taking on the suffering of those around them. Stalwart and unflinching, these intrepid souls seek to ease the suffering of those around them. While typically altruistic, sometimes their motivations are further afield belonging to strange cults of suffering or acceptance.
Domain Spells
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
| Cleric Level | Spells |
|---|---|
| 1st | cure wounds, shield of faith |
| 3rd | lesser restoration, warding bond |
| 5th | life transference, revivify |
| 7th | death ward, resilient sphere |
| 9th | greater restoration, mass cure wounds |
Clad in Grace
Starting at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your Wisdom modifier. You can use a shield and still gain this benefit.
Relieve Suffering
Starting at 1st level, when you cast a spell of 1st level or higher that restores hit points, you can expend some of your own hit points to increase the amount healed, expending a number of hit points up to your Cleric level.
Additionally, you can touch a creature suffering a disease or the blinded, deafened, paralyzed or poisoned condition and transfer that disease or condition to yourself. Starting at 9th level, the range of conditions you can take increases, including exhaustion (1 level at a time), petrified, stunned, the effect of a curse, or any reduction to their ability scores. You are afflicted by the effect in the same manner the creature you took it was, for the same duration and possible methods of ending the effect.
You can do this a number of times equal to your Wisdom modifier, regaining all uses on a long rest.
Channel Divinity: Bear the Burden
Starting at 2nd level, you can use your Channel Divinity to bring all the suffering your allies suffer onto yourself.
As an action, you present your holy symbol and enter a divine trance. Until the start of your next turn, your movement speed becomes zero and you gain temporary hit points equal to twice your Cleric level. Any time an allied creature within 30 feet of you takes damage, they have resistance to the damage take, but you take damage equal to the damage they take.
Overcome Adversity
Starting at 6th level, when you use your Relieve Suffering to take the condition effecting a creature, you can repeat the original saving throw against the feature if it had one. On success, is cured instead of transferred.
Additionally, when you take damage as a result of the warding bond spell, you have resistance to that damage.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Unyielding Concentration
Starting at 17th level, while you are concentrating on a Cleric spell that targets you or your allies, your concentration can’t be broken as a result of taking damage.
| Cleric | |
|---|---|
| Subclasses | Arcana Domain · Balance Domain ᴴᴮ · Civilization Domain ᴴᴮ · Dragon Domain ᴴᴮ · Death Domain · Festus Domain ᴴᴮ · Forge Domain · Grave Domain · Hearth Domain ᴴᴮ · Infinity Domain ᴴᴮ · Judgement Domain ᴴᴮ · Knowledge Domain · Liberation Domain ᴴᴮ · Life Domain · Light Domain · Martyr Domain ᴴᴮ · Mystery Cult ᴴᴮ · Nature Domain · Order Domain · Ruin Domain ᴴᴮ · Spirit Domain ᴴᴮ · Tempest Domain · Trickery Domain · Ur Domain ᴴᴮ · War Domain · Wealth Domain ᴴᴮ · Wind Domain ᴴᴮ |
| Classes | Barbarian · Bard · Cleric · Fighter · Monk · Paladin · Ranger · Rogue · Sorcerer · Warlock · Warlord · Wizard |
| Rare Classes | Atavist* · Druid · Inventor · Soulbinder · Spellblade · Artificer* |