Base Class: Cleric
The Blood domain centers around the manipulating of the life force within one’s own physical body. The power of blood is the power of life and death, and the spirit’s anchor within the mortal shell. Clerics of blood seek to tap into the connection between body and soul through divine means, exploit one’s own vitality, and even manipulate or corrupt the body of others through these secret rites and blood curses.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor and Martial weapons.
Sacrificial Life Essence
Whenever you cast a spell of 1st level or higher that forces a saving throw, you can sacrifice some of your life essence to impose disadvantage on the saving throw.
When u activate this feature you take damage equal to the spells level times 5
You can use this feature once per short or long rest.
Channel Divinity: Blood Lock
Starting at 2nd level, you can use your Channel Divinity to take hold of another creature’s life force for incapacitation.
As an action, you choose a number of creature you can see equal to your proficiency bonus within 30 feet of you cursing them until the end of your next turn.
The targets must succeed on a constitution saving throw or be paralyzed until the end of your next turn.
This feature has no effect on constructs or undead.
Vitality Tether
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to your proficiency bonus + the spell’s level.
Siphoning Strikes
At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy siphoning the life essence from your target. When you hit a creature with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
You regain health equal to half the necrotic damage dealt.
Blood Burst
Starting at 17th level,
As an action, you can emit a powerful aura that extends 15 feet out from you in every direction but not trough total cover. This aura pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed.
For 1 minute, any enemy creatures that begin their turn within the aura or enter it for the first time on their turn immediately suffer 1d12 necrotic damage and you regain half of the damage dealt.
You gain the benefit of the extra attack feature while you have this aura active.
You can amplify this aura by taking 5d6 damage at the start of each of your turns, when u amplify this aura it gets stronger until the start of your next turn.
Amplifying this aura increases the necrotic damage to 2d12 and if an affected creatures ends its turn in this aura it has to make a strength saving throw against your spell save DC or fall prone.
Once you use this feature, you can’t use it again until you finish a long rest unless you expend a use of your channel divinity.
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