Flagellant

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Flagellant's Domain

Flagellant's Domain

Obsessed with the purification of sin, clerics of the flagellant's domain often find themselves being judged more harshly than members of other religious orders. They display their faith through their scars, and are met with both sympathy and disgust. Many flagellants believe they are inherently unworthy to recieve any kind of blessings, though they are constantly striving towards that goal. Sin is a part of life to a flagellant and we must tirelessly work towards atonement for that sin. Flagellants punish themselves in the form of self-inflicted injury, and they believe their flesh to be nothing more vessels of worship that must be made worthy. Prayer is never enough to a flagellant, and displays of self-sacrifice are considered to be incredibly important. These clerics search for and eradicate the sin found everywhere in the world around them. They work towards making others realize their own sin, forcing them to reflect upon the decisions they have made and their own self worth. You can often find flagellants having open displays of self-punishment and preaching about the atrocities of sin surrounding them. Their mission of purity may seem like an impossible one, but it is a cornerstone of flagellant belief. You can find members of this domain serving Gods of any alignment, though they are most commonly associated with lawful Gods.

Flagellant's Domain Spells
Level Spells
1st Protection From Evil and Good, Wrathful Smite
3rd Warding Bond, Branding Smite
5th Life Transference, Enemies Abound
7th Aura of Purity, Death Ward
9th Holy Weapon, Hallow

Blessings of the Martyr

At 1st level, your AC when not wearing any armor is equal to 10 + Wis + Con.

Additionally, whenever you take a short rest you may give an ally up to 2 of your cleric hit dice. You may give multiple allies this bonus, but only 2 hit dice per ally. Your allies may only use these hit dice during the short rest they are given. If these dice heal above their max HP, they gain temporary hit points equal to the remainder. Once a hit dice has been given to an ally, you lose that hit dice and cannot use it to heal yourself. You regain all given hit dice after a long rest. At 6th level, you may give each ally up to 3 of your cleric hit dice. At 10th level, you may give each ally up to 4 of your cleric hit dice.

Scars of the Pious

At 2nd level, choose piercing, slashing, or bludgeoning damage. You gain resistance to nonmagical damage of your chosen type. This damage type also interacts with other flagellant abilities and it is a good idea to invest in a weapon that deals this type of damage.

Channel Divinity: Test of Faith

At 2nd level, as an action, make a melee attack against yourself. The damage dealt must be of your chosen type and you only roll for damage. Afterwards, you present your holy symbol and all allies within 30ft gain +3 to hit with melee, ranged, or spell attacks until your next turn. If they hit an enemy, they heal for 1d4 + your spellcasting modifier. This healing can only occur for a single attack. At 8th level, the healing of this abiliy increases to 1d6 + your spellcasting modifier.

Harrowing Retribution

At 6th level, you gain proficiency with one martial weapon of your choice.

Also at 6th level, once per turn, as part of the attack action but before you roll to hit an enemy, you may make a melee attack against yourself. For all intents and purposes, this counts as a melee attack and triggers weapon effects. The damage dealt must be of your chosen type and you only roll for damage. You may then add your weapon's maximum damage to your attack against the enemy. For example, a d6 weapon will add +6 damage to the attack. At 10th level, using this ability also clears 1 condition from yourself after the attack occurs, regardless of whether or not an enemy was hit. The weapon you use to attack yourself with is the weapon that becomes empowered.

Sinner's Absolution

At 8th level, your reisstance to your chosen damage grow to include magical damage of that type.

In addition, you may touch a willing creature as a bonus action and transfer 1 condition from them to yourself.

Not Yet Worthy

At 8th level, you only require 2 successful death saves instead of 3. Whenever you stabalize yourself with successful save, you heal for half your cleric level rounded down. You may use the healing part of this feature a number of times equal to your Wisdom modifier. All charges reset after a long rest.

Holy Fervor

At 17th level, after you successfully hit with a melee attack, you gain 10 temporary hit points.

Created by Ben Reeder (BentheBruiser)

Thanks to Gm Binder and all who provided me assistance with using this program.

Cover Picture Credit: Darkest Dungeon Flagellant

 

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