Cleric
Base Class: Cleric

Blood magic is often looked down upon; while some mages use blood magic for healing and restoration, many use it for harm and destruction.

Blood Domain Spells

Cleric Level

Spells

1st

Bane, Inflict Wounds

3rd

Hold Person, Ray of Enfeeblement

5th

Haste, Slow

7th

Blight, Stoneskin

9th

Dominate Person, Hold Monster

 

Bloodletting Focus

1st–level Blood Domain feature

Whenever you cast a spell of 1st–level or higher that deals necrotic damage, negative magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take necrotic damage equal to your Wisdom modifier.

Bonus Proficiencies

1st–level Blood Domain feature

You gain proficiency with heavy armor, alchemist's supplies, and poisoner's kit.

Channel Divinity: Crimson Bond

2nd–level Blood Domain feature

As an action, you can focus on a sample (at least two ounces) of a creature's blood to learn that creature's approximate distance from you and in which direction, and the creature's general state of health (based on percentage of hit points), as long as the creature is within a number of miles equal to double your cleric level. You can maintain concentration on this bond for up to one hour.

While the bond is maintained, the cleric can spend an action to force the target creature to make a Constitution saving throw. On a failed save, you can see and hear through the target’s eyes and ears instead of your own for a number of minutes equal to your Wisdom modifier (minimum of one minute), after which the bond ends. During this time, you are deaf and blind with regard to your own senses. On a successful save, you take 4d6 psychic damage and the bond immediately ends. This damage ignores resistance and immunity.

Channel Divinity: Vascular Corruption Aura

2nd–level Blood Domain feature

As an action, you can emit an aura of thin red mist centered on yourself. The aura last for one minute, travles with you, and covers an area around you in a sphere. The radius of this aura extends out a number of feet equal to five times your proficiency bonus. Any creature of your choice that starts its turn within the aura or enters the aura for the first time on its turn must succeed on a Constitution saving throw. On a failed save, a creature takes necrotic damage equal to 1d8 + your Wisdom modifier, and it cannot regain any hit points until the start of its next turn.

  • At 17th–level, the damage of this aura increases by a d8, to a total of (2d8 + your Wisdom modifier).

Sanguine Recall

6th–level Blood Domain feature

As an action, you can sacrifice some of your own vitality to regain spell slots. The spell slots can have a combined level that is equal to or less than half your cleric level (rounded up), and none of the slots can be 6th–level or higher. When you use this feature, you immediately take 1d8 necrotic damage for each level of the spell slots you recover. This damage ignores resistance and immunity.

For example, if you are a 7th–level cleric, you can recover up to four levels worth of spell slots. You can recover either a 4th–level spell slot or two 2nd–level spell slots. You would then immediately take 4d8 necrotic damage.

Once you use this feature, you cannot use it again until you complete a long rest.

Blood Puppet

8th–level Blood Domain feature

As an action, you can force a Large or smaller creature with blood that you can see within 60 feet to make a Constitution saving throw. On a failed save, you can force the creature to move half their movement speed and make a single weapon attack against a creature of your choice. Dead or unconscious creatures automatically fail their saving throw.

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

  • At 17th–level, you can use this feature on a Huge or smaller creature with blood.

Reenforced Resistance

17th–level Blood Domain feature

The blood magic within yourself has reenforced your body and mind. You now have resistance to necrotic, poison, and psychic damage.

Previous Versions

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10/28/2021 3:33:35 AM
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11/3/2021 2:58:02 AM
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Blood Domain Image

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