Cleric
Base Class: Cleric

The exaltation of blood is neither wrong or right. Though many fear it’s abilities. For some it’s a course to absolute power, and for others a true worship of the body. In whatever way these clerics who harness the flowing power within themselves use it. There is one truth they all understand. To harness the sanguine, is to have complete control.

Domain Spells

You gain domain spells at the cleric levels listed in the Sanguine Domain Spells table. See the Divine Domain class feature for how domain spells work.

Sanguine Domain Spells

Cleric Level Spells
1st inflict wounds, sleep
3rd blindness/deafness, enlarge/reduce
5th haste, slow
7th polymorph, death ward
9th dominate person, hold monster

Martial Proficiency

Gain proficiency in martial weapons.

Reactive Ichor

You quickly tap into your understanding of the body and force yourself to move unnaturally. As a reaction after a creature hits you with an attack but before you take damage you may take 1d8 necrotic damage (this damage cannot be reduced in any way). You may then add your Wisdom modifier to your AC until the start of your next turn. If this would cause the creature to miss you, you take no damage from that attack.

You may use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Crimson Extraction

An extraction of blood can lead to deep understanding of one’s enemies. When you cast a spell of 1st level or higher that deals damage to a creature you may learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.

Channel Divinity: River Claret

Starting at 2nd level, you can use your Channel Divinity to weave the life forces of your allies together.

As a bonus action for 1 minute you connect the blood flows of yourself and any allies within 30 feet of you. On this turn for free and and on subsequent turns as a bonus action you may choose two allies (One of them may be you) in range and transfer any amount of hit points from one to the other. This healing cannot exceed their hit point maximum. The damage cannot be reduced in any way and it ignores temporary hit points.

Blood Price

Starting at 6th level, when you cast a spell, instead of using a spell slot you may roll 2d8 plus a number of d8s equal to the spells level and take that damage to cast it. Spells with a casting time of 1 action cast in this way require no material component. Spells cast in this way cannot be higher then 6th level. This damage cannot be reduced in any way and if you reach 0 hit points the spell fails.

In addition if you have an allies within 5 feet of you, you may use this ability on them and the spell works even if they reach 0 hit points. You may also use your allies hit points when activating a Sanguine Domain ability.

You can use this feature to cast spells a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Binding Viscera

At 17th level, you’ve reach an exalted state of control. As an action every enemy within 30 feet of you must make a Constitution saving throw against your cleric spell save DC. A creature who fails is restrained for 1 minute. They may reattempt the save at the end of their turn. When a creature attempts the save you may use your reaction to take 1d8 necrotic damage (This damage cannot be reduced in anyway) and give them disadvantage on the save.

Once you use this ability you cannot use it again until you finish a long rest.

Previous Versions

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