Cleric
Base Class: Cleric

While Blood clerics are inclined towards evil or neutrality, some good blood clerics exist. To them, battle is a prayer, and to kill is a ritual. They can use weapons as a spellcasting focus, and blood itself as a ritual component. Blood clerics can manipulate the liquid which brings life to its fullest extent, empowering them in bloodthirsty rampages and controlling it to alter the life force of creatures around them.

Blood Domain Spells

These spells count as cleric spells for you, are always prepared, and don't count against the number of spells you know.

(These levels refer to your cleric level, not your maximum spell level)

  • 1st: Absorb Elements, Compelled Duel
  • 3rd: Cloud of Daggers, See Invisibility
  • 5th: Slow, Vampiric Touch
  • 7th: Stoneskin, Control Water (which can apply to blood outside of living creatures)
  • 9th: Conjure Volley, Antilife Shell

Blood Offering

At 1st level, you gain profiency with one tools of your choice. Additionally, you gain profiency with martial weapons.

Also at 1st level, you may use a martial weapon as your spellcasting focus for cleric spells. If the weapon is magical, you must be attuned to it to use it as a focus, and its bonus to attack and damage rolls from being magical also applies to the damage of your cleric spells when using as a focus.

Channel Divinity: Blood Rage

As a bonus action, you raise your divine focus and let your deity's blood thirst flow through you. You gain your charisma modifier to your attack and spell attack rolls. This effect lasts until you use your action to do something else than attack with a weapon or spell, or you kill your target. When this effect ends, you regain spell slots depending on the total hit die of your target.

If this effect ends by missing an attack or a spell attack, you take necrotic damage equal to your cleric level. If this effect ends by killing your target, its blood is drained instead and you don't take damage. 

Spell Slots cost twice their level in hit die minus 1. You may spend the hit die of your target to regain different spell slots, in any way that abides to the amount of hit die you can spend. You may not restore spell slots of a level higher than 5th this way.

 Level 1 slot: 1 HD. Level 2 slot: 3 HD. Level 3 slot: 5 HD. Level 4 slot: 7 HD. Level 5 slot: 9 HD.

Blood Lust

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 

Blood Sacrifice

At 8th level, 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 weapon's damage type to the target. When you reach 14th level, the extra damage increases to 2d8.

Additionally, you may perform a sacrifice to reduce the material cost of a spell which has a casting time of at least 1 minute. Any material gold cost of the spell is reduced by half by performing a sacrifice on a living creature over the course of the casting duration. The creature is kept alive until the spell is finished being cast. The creature must be of small size or bigger, and must be a humanoid if the spell is of 3rd level or higher. The sacrifice must be good-aligned if the spell is 7th level or higher. A non-evil cleric who uses this feature becomes evil.

Blood Bath

At 17th level, you are filled with the inner desire to shed the blood of your enemies. When making an attack roll or saving throw, you may spend one of your hit die and add it to the roll. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1).

You gain resistance against bludgeoning, slashing and piercing damage from nonmagical weapons.

When you miss an attack while under the effect of Blood Magic, you may make an additional weapon attack as a bonus action. If this additional attack hits, Blood Magic does not end. When you use this feature, you may not use it again until you finish a short or long rest.

When you reduce an enemy to 0 hit points, you consume its blood and gain temporary hit points equal to its number of Hit Dice.

Your acute senses give you advantage on checks relying on following the scent of blood. This feature works when tracking creatures which are wounded and bloodied.

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