Cleric
Base Class: Cleric

As a Bloodwalker Cleric your God has given you a unique magic known as Blood Magic, in most worlds its a sin to use such magic, but you can use it to harm or to heal yourself and others. Your God has gifted you this magic to use to create an imprint on your world, its time to make your mark and show what a true adventurer is!

Rite of the Bloodwalker

Tenets of the Bloodwalker

When you reach 2nd level you can choose 1 of 3 different tenets that can grant you unique strengths as an adventurer!

  • Rite of the Warrior: When you choose the rite of the Warrior your damage dice on your melee and/or your ranged attacks have advantage! You must take the higher roll!
  • Rite of the Healer: Your healing spells & abilities are improved! You can double your proficiency bonus and you can also add your constitution modifier.
  • Rite of the Guardian: Your Armor Class is increased by 2 additional points! You also have the Sentinel Feat!
Rite of the Guardian

Your Armor Class is increased by 2 additional points! You also have the Sentinel Feat! *You would need to add the feat in manually into your character sheet from the feature lists!*

Rite of the Healer

Your healing spells & abilities are improved! You can double your proficiency bonus and you can also add your constitution modifier.

Rite of the Warrior

When you choose the rite of the Warrior your damage dice on your weapon attacks and spell attacks have advantage! You must take the higher roll!

Soul Siphon

When you reach 6th level you have the ability to take away health from one creature and imbue it into another creature's health!

As an action your eyes and vision turn a crimson red, you point to one creature you can see and they must make a Wisdom Saving Throw of 10 + proficiency bonus + wisdom modifier. They must be within 60ft of your line of sight; on a successful save nothing happens. On a failed save they take 10d6 Necrotic or Radiant Damage, as a bonus action you must choose another target you can see within 60ft of you to heal them 5d6 Hit Points, you can choose yourself if you wish!

This Feature can only be used two times per long rest.

Divine Smite

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. You can also choose your damage type to be Radiant or Necrotic!

Death's Kiss

As an action you blow an imaginary kiss in a cone like fashion spread 30ft wide, the air around those targets encompassed by that kiss of death must make a Dexterity Saving Throw of 10+ your proficiency bonus + your wisdom modifier. On a Successful Save they take half damage, on a failed save they take 7d8 of Necrotic or Radiant Damage. The targets within the cone are also charmed.

You can use this feature 2 time per long rest.

Charmed
  • A charmed creature can’t attack the charmer or target the charmer with harmful Abilities or magical Effects.
  • The charmer has advantage on any ability check to interact socially with the creature.

Last Resort

When you reach level 17 and are reduced to 0 hit points and if you haven't used your reaction this turn, you can use your reaction to use as many hit dice you are able to restore your vitality by that much hit dice used.  You can only use this feature 2 times.

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