Base Class: Cleric
ITS BLOOD
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.
BLOOD MAGIC
You can use an open wound instead of a holy symbol as a spellcasting focus when casting cleric spells
Dark Rituals
at 1st level, you learn to channel negative energy at your foes. When you cast a cleric spell or cantrip that inflicts radiant damage, you can choose to have it inflict necrotic damage instead.
Blood Magic
You can use an open wound instead of a holy symbol as a spellcasting focus when casting cleric spells
Channel Divinity: Siphon Vitality
Starting at 2nd level, you can use your Channel Divinity to transfer vitality from your enemy to air your allies.
As an action, you choose one creature you can see within 30 feet of you that creature must make a Constitution saving throw. A creature takes necrotic damage equal to two times your cleric level on a failed saving throw, and half as much damage on a successful one. The damage you dealt becomes a pool of temporary hit points. Choose any creatures within 30 feet of you, and divide those temporary hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Crimson Fuel
At 8th level, you can sacrifice a portion of your own vitality to cast spells. when you cast a spell of 5th level or lower you can choose to take necrotic damage equal to 1d8 per spell level + the spell level. That damage cannot be reduced in any way.
When you cast a spell that way you do not spend a spell slot to cast it.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8
Blood Sacrifice
Starting at 17th level, you can use your action to take necrotic damage equal to {{classlevel*3#unsigned}} three times you cleric level + 5. that damage cannot be reduced in any way.
When you take the damage you can cast a spell of 8th level or lower and choose one of the following benefits to the spell
The spell deals the maximus damage it can deal.
The spell Heal the maximus that it can heal.
The Save DC of the spell is increased by 10.
You can ignore material components equal to 1000 GP.
Once you use this feature, you can’t use it again until you finish a long rest.
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