Most cultures of Mannaheim do not forget or hesitate to offer sacrifices to their deities for almost every errand, spraying blood over fields for a good harvest, offering mead to Freyja for a healthy child and so on. The sacrifice domain focuses on sacrifices that are offered in dire situations, such as combat and famine. Those devoted to this domaine offer sacrifices while in combat and gain powers from their diety in return.
Sacrifice Domain Spells
Gothi Level Spells
1st
Alarm,
Shield
3rd
Suggestion,
Blur
5th
Haste,
Tongues
7th
Locate Creature,
Guardian of Faith
9th
Dominate Person Hold Monster
Bonus Proficiency
When you choose the Sacrifice domain at 1st level, you gain proficiency with Heavy Armor.
Offer Sacrifice
Also starting at 1st Level, you gain the ability to offer sacrifices to your diety in exchange for gifts of power. Whenever a creature is slain by you or a believer of your diety within your party, you gain a gjof ("gift") from your diety. Creatures provide gjof according to their challenge rating, the number of gjof gained from a creature starts with 1, from a possible CR of 8, and increases by 1 for each successive CR level.
You can use these gjof to regain lost spell slots, empower your features, or regain spent features. Once generated, the gjof are available until next dawn. Spending a gjof is a bonus action but you can only make one type of gjof expenditure each turn.
Regaining Lost Hit Points
● By Spending 1 gjof, you can regain lost Hit Points equal to your Wisdom modifier.
● By Spending 2 gjof, you can make a target within 30 feet of you regain lost Hit Points equal to your Wisdom modifier.
Increase Damage
● By spending 1 gjof, you can add 1d6 radiant damage to any damage you inflict once in each of your turns, for a number of rounds equal to your Wisdom modifier (minimum once).
● By spending 2 gjof, you can add 1d6 radiant damage to any damage an ally within 30 feet of you inflicts once in each on of its turns for a number of rounds equal to your Wisdom modifier (minimum once).
Spell Slots
● By spending a number of gjof equal to 2 + a spell slot level, you can regain a used spell slot of that specified level.
● By spending a number of gjof equal to 1 + a spell slot level, you can empower a spell as if affected by the Empowered spell of the Vitki.
Channel Divinity: In the Name of your God
Starting at 2nd Level, you can use your Channel Divinity to dedicate the attacks of your allies to your deity and get a bonus to any damage you inflict per turn.
As an action, you present your holy symbol and say a prayer to your deity. Your allies within 30 feet of you gain bonus radiant damage euqal to your Wisdom modifier with any kind of attack once in each of your turns. You and anyone devoted to your diety gains radiant damange equal to double your Wisdom modifier instead. Once activated, this feature lasts for 1 minute.
Mark of Sacrifice
At 6th level, you gain the ability to mark and prepare a target for sacrifice.
As an action, you say a short prayer and point towards a creature that is within 60 feet of you. That target must succeed on a Wisdom saving throw. One a failed save, the creature takes 2d10 psychic damage and is marked for sacrifice. It takes half the damage on a successful save.
A target that is marked has disadvantage on any saving throws it makes against your spells. Additionally, if you use Offer Sacrifice on that target, it provides an additional gjof when it dies.
Once activated, this feature lasts for 1 minute. You need to finish a long rest or spend 3 gjof before you can use this feature again.
Sacrificial Groud
At 8th level, you gain the ability to perform a ritual that marks a place as sacred ground to make sacrifices to your deity. You make the ritual by saying a special prayer for 1 minute, while marking the bounderies of the area with your hand in the air and sprinkling blood of any creature on the ground. It covers an area of 200 feet. If you take any damage or are interrupted because of a condition, the ritual fails and you must start again. When you are finished, that area becomes a Sacrificial Ground and has the special properties listed below:
● Gjof you gain from creatures increases by 1.
● You can use Mark of Sacrifice as a bonus action.
● Your spell save DC and spell attack modifier increase by 1.
● You can spend 2 gjof to gain advantage on a saving throw.
● You can spend 3 gjof to make a target within 30 feet of you gain advantage on a saving throw.
● Sacrificial Ground lasts for a number of hours equal to your Wisdom modifer. Once used, you cannot use this feature again until you finish a long rest or spend 6 gjof.
Blood Eagle
At 17th Level, you gain the ability to offer the greatest sacrifice to your deity, the Blood Eagle. It is the most deeply feared method of execution and sacrifice in the 9 realms. It leaves beholders in awe.
As an action, you target a creature with 60 feet of you. The Creature rolls a Constitution saving throw against your spell save DC. On a failed save, it takes 6d10 + your gothi level amount of slashing damage.
If the creature drops to 0 hit points with this damage then its back is ruptured and its lungs spread over its shoulders, resembling the wings of a great eagle.
If it is not dropped to 0 hit points, a terrible wound appears on its back and it has disadvantage on its Constitution saving throws until it has finished a long rest.
The creature shouts out unbearable screams, its voice enchanted by the will of your deity. This scream can cause one of the two effects chosen by you:
Fear from Wrath. The creature's allies within 200 feet of it must roll a Charisma saving throw. The spell save DC for this feature is your spell save DC + gjof worth of the creature as explained above. Those who fail the saving throw become frightened for the duration of the battle.
Sacred Fury. Your allies within 200 feet of the target creature are inspired by the screams. They gain the creature's gjof worth as a bonus radiant damage they inflict with any kind of attack (once in each of their turns). You and anyone devoted to your deity gain an additional radiant damage equal to the creatures gjof worth, plus your Wisdom modifier.
Once activated, this feature lasts for 1 minute. Once used, you cannot use this feature again until you finish a long rest or spend 10 gjof.
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