Bane, Hex
Mind Spike, Warding Bond
Hunger of Hadar, Life Transferrance
Raulothim's Psychic Lance, Elemental Bane
Synaptic Static, Destructive Wave
1 Maw of Madness
A Maw forms in your chest and you can open it to expose the calamity within. From your Maw you exude a cloud of gaseous corruption that deals 1d8 acid damage to enemies and heals 1d8 to allies within 10ft
2 channel divinity: Corrupted Conscience
Vomit Corruption Onto Enemies forcing them to make an Intelligence save. On a failed save the target loses all its movement until the end of its next turn and suffers 4d10 Acid Damage
6 Grotesque Healing
Healing works differently for you. When you heal a target you gain a Bile Charge. As a bonus action you can expend any number of Bile Charges to make a ranged spell attack. Each charge consumed is 1d10 Acid Damage. This only works on healing spells and not other abilities and you can have as many charges as your Proficiency. Bile Charges are reset to 0 on long rest.
8 Wretched Gyre
When you exude your gaseous corruption you can fire a second cloud to another location
17 For His Glory
Release a cloudburst covering 30foot radius centered on you. All enemies within must succeed a CON save or take 10d10 Acid damage or half on a success. Self and Allies are healed at 50% return. All Dead Allies are Revived
All Sangromancy spells
1 Blood For Now, Blood For Later
You gain a set of Vials that you can store Blood in to act as the damage cost for your Sangromancy spells. Each vial works as a 1st lvl spell and can be used to enhance your Sangromancy spells. You have vials equal to your Proficiency. You can Expend your hit die to fill a vial. Vials go bad after long rest.
2 Channel Divinity: Blood Essence
You channel the essence of your blood to exchange some of your HP for spell slots to be returned. 7HP per slot lvl
6 My Blood For Yours
When you take damage you can channel your lost life force to bolster another. You can channel half the damage you recieve into healing.
The magic that encapsulates your vials keeps the blood within from expiring at a long rest.
8 Bloody Harvest
You gain the ability to harvest Blood from the defeated to be able to cast your Sangromancy spells. Each dead target nearby provides a set amount of blood. A medium size can provide 1 whole spell level. Targets must be humanoid and cannot be undead or constructs
17Avatar of Blood
You gain the ability to siphon the blood out of your enemies while they're still alive. You force a target within 30ft to make a CON save. If they fail they take 10d10 damage or half on a success. You heal for all damage dealt. You have uses equal to your Proficiency.
1 Heavenly Body
Upon devoting yourself to a Heavenly Body you are gifted with a Scepter to represent it. The scepter deals 1d6 magical bludgeoning damage. You can decide to have the Scepter take the form of more of a mace or a staff
Sun: Fire
Moon: Psychic
Stars: Cold
Nebula: Lightning
2 Channel Divinity: Heavens Transformation
You transform into a heightened version of yourself affording various bonuses. In this state you may attack an extra time and your attacks with your Heavenly scepter deal and extra 2d4 of your Heavenly Element with each attack. You can only maintain this power for 10 mins before it fades.
6 Heavenly Presence
You generate an aura of hope for others. This Aura helps bolster the resolve of your allies by boosting Wis and Cha saves by 2. This aura stacks with each other Heavens Domain of different types but not the same type up to a maximum of +8. The Aura extends 30ft
8 Stellar Burst
You channel your Heavenly Body to release a wave of its energy in a 45deg cone in front of you up to 15ft. All targets must make a Wis Save. This deals 10d4 damage on a failed save and half on a success. You have uses equal to your Proficiency and uses refill on long rest.
17 Hypernova
Strike a pose symbolic of your Heavenly Body and Release a massive amount of its energy damaging all enemies within 100ft. The Hypernova has a Con Save and deals 8d8 on a fail and half on success of your Heavenly Bodys type. If any other Heavens Domain Clerics are within your aura they can each use their reaction to rush to your side and strike their pose as well adding to the damage dealt by activating their own Hypernova. No more than one of each type of Heavens Domain cleric can combo their Hypernovas together. You must finish a long rest before being able to use this ability again.
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