Cleric
Base Class: Cleric

The domain of Bhaal, the Lord of Murder, Death and Deceit.

Clerics of Bhaal are adepts of the Dark Arts and can use shadow and blood magic, as well as necromancy to accomplish their somber deeds, at the cost of forsaking the light completely.

Thus, they do not get access to Channel Divinity: Turn Undead. At 2nd level, they get two domain-focused Channel Divinity features and instead of getting level scaling for their Channel Divinity: Turn Undead feature, they get progression for their other features at 5th, 8th, 11th, 14th and 17h levels.

Furthermore, they view martial skills as beneath them and as such, have no proficiency with armor or simple and martial weapons.

Domain Spells:

1st level: False Life, Silvery Barbs

2nd level: Invisibility, Misty Step

3rd level: Summon Undead, Vampiric Touch

4th level: Evard's Black Tentacles, Shadow of Moil

5th level: Negative Energy Flood, Antilife Shell

The Reaper Comes

At 1st level, you learn one necromancy cantrip of your choice from any spell list.

When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Additionally, your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes.

When you use a spell of 1st level or higher to inflict damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level.

Eternal Solitude

When you choose this domain at 1st level, your devotion to the forces of evil isolates you from the light and makes you avert to it:

  • Your character is immune to friendly beneficial spells and effects if they are from a a holy or natural source.
  • While in bright light, your saving throws have -1 and you gain disadvantage on Strength and Dexterity saving throws.
  • You have vulnerability to Radiant damage.

Channel Divinity: Path to the Grave

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

Starting at 8th level, this feature also magically debilitates the targeted creature. Up to 1 minute after this is cast, if the target succeeds on an attack roll, an ability check, or a saving throw, the targeted creature must reroll the d20 and use the lower roll.

At 14th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy under the influence of this feature dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice.

Channel Divinity: Shadow Weaver

At 2nd level, you can use your Channel Divinity to cloak your allies with protecting shadows.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

  • You grant it temporary hit points equal to 1d6 plus your cleric level.
  • You end one effect on it causing it to be charmed or frightened.

Starting at 5th level, whenever you return a dead creature to life in dim light or darkness, you grant it temporary hit points and bonus necrotic damage on melee attacks equal to 1d6 plus your cleric level for 1 hour plus your cleric level.

At 17th level, the shadows that you summon offer a protective embrace: you and your allies have half cover while in the sphere created by Shadow Weaver.

Channel Divinity: Blood Puppet

Starting at 6th level, you can use your Channel Divinity to briefly control a creature’s actions — whether that creature is living or dead. As an action, you target a Large or smaller creature or corpse within 60 feet of you that has blood. A creature you target must succeed on a Wisdom saving throw against your spell save DC or become charmed by you. An unconscious creature automatically fails its saving throw, and isn’t incapacitated while you control its actions. A corpse targeted by this effect gains a semblance of life that you control.

On the affected creature or animated corpse’s turn, you can command it (no action required) to move up to half its speed and use its action to do one of the following:

  • Interact with an object
  • Make a single attack
  • Do nothing

An animated corpse or an unconscious creature takes its turn immediately after yours, but can’t move or take actions unless you command it to do so. Its statistics are the same as when it was alive or conscious.

An affected living creature makes a new saving throw at the end of each of its turns, ending the effect on itself on a success. For any target, your control lasts for 1 minute or until your concentration is broken (as if concentrating on a spell).

Starting at 11th level, your blood puppets emit a deathly aura of necrotic energy that causes the veins of nearby foes to burst and bleed. Any hostile creature with blood that moves within 10 feet of them for the first time on a turn or starts its turn there takes 1d6 necrotic damage. If a hostile creature with blood regains hit points while in the aura, it regains only half as many hit points as expected.

At 17th level, you can use this feature to target a Huge or smaller creature or corpse.

Sanguine Recall

At 6th level, you can sacrifice a portion of your own vitality to recover expended spell slots as an action. The spell slots can have a combined level equal to or less than half your cleric level (rounded up), and none of the slots can be 6th level or higher. You take 1d8 necrotic damage for each spell slot level recovered, which can’t be reduced in any way. You can’t use this feature again until you finish a long rest.

Starting at 8th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target an amount of creatures equal to a quarter of your cleric level (rounded down) within range and within 5 feet of each other. You take 1d8 necrotic damage per additional target.

Potent Spellcasting

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

Pages of the Necronomicon

At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Domain Of Bhaal Image

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