Cleric
Base Class: Cleric

Blood Domain clerics find that true discipleship and worship of the gods requires the sacrifice of blood. What may have started as simple as animal sacrifice turned to humanoid sacrifice, even spilling their own blood to honor their god. Their devotion is graciously accepted, in return their god grants them the ghastly ability to manipulate blood.

1st: Additional Spells

You learn additional spells when you reach certain levels in this class, as shown on the below. Each spell counts as a cleric spell for you, but it doesn’t count against the number of spells you prepare.

1st: Heroism, False Life

3rd: Crown of Madness, Tasha's Mind Whip

5th: Antagonize, Haste

7th: Compulsion, Raulothim's Psychic Lance

9th: Dominate Person, Synaptic Static

1st: Bonus Hit Points

Your maximum hit points increases by 2 additional hit points each time you gain a level in this class.

1st: Blood Tamara

As a bonus action, you strengthen the blood of a target you touch, granting them the following benefits:

  • Anytime they take damage, it is reduced by half your proficiency bonus rounded down
  • They gain a bonus to constitution saving throws equal to your wisdom modifier
  • They gain resistance to poison damage and advantage on saving throws against the poison condition
  • They are become immune to disease. If they already have disease, the effects are halted while benefiting from this feature

You can only affect one creature at a time with this feature. If you use it again, the effect ends on the previous target.

2nd: Channel Divinity: Blood Letting

As an action, you can expend a use of your channel divinity and present your holy symbol and force creatures of your choice within 60 feet to make a constitution saving throw against your spellcasting save DC. On a failed save, the creatures are inflicted with magical cuts which glow red. For the next minute, those creatures cannot regain hit points in any way. If the creature has blood, it loses hit points equal to your proficiency bonus at the start of each of its turns. Whenever a creature takes damage in this way, their blood pours from their wounds and flows into your wounds, causing you to regain hit points equal to the damage taken. 

The effect ends early on a target if a remove curse spell is cast on the target.

6th: Blood Transfusion

As a reaction, when a creature within 30 feet of you that is in your line of sight takes damage that would drop it below 1 hit point, you can take the damage from the attack instead. This takes place as your blood flows into the wounds of the target creature. You can only use this feature on a creature who has blood.

The target must complete a long rest before you can use this feature on them again.

6th: Channel Divinity: Blood Magic

You can change the way your spells affect creatures to instead target their blood.

When you cast an enchantment spell which forces creatures to make a saving throw, you can expend a use of your channel divinity to change the saving throw type to constitution. Additionally, spells affected by immunity to the charmed condition, are no longer affected as the spell targets their body instead of their mind.

8th: Blessed Strikes

When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

17th: Reckless Assault

As an action, you can sacrifice an amount of hit points equal to four times your level in order to deal the same amount of damage to a creature within 15 feet of you that you can see. A pool of your own blood envelops the target draining their vitality. This damage cannot be reduced in any way. Once per turn, you gain another action if the enemy dies to this attack.

You cannot reduce your hit points lower then 1 with this feature. 

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