Cleric
Base Class: Cleric

Developed in Wildemount by the Claret Orders, the Blood Domain centers around the understanding of the natural life force as it exists within the body, and the divine conduit it can become. Those who take up this domain understand that the power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell.

Gods who grant the power of the Blood Domain direct their followers to tap into the connection between body and soul, exploit the hidden reserves of will within one’s own vitality, and corrupt the bodies of others through the secret rites of hemocraft. Clerics of good gods use hemocraft to fill their self-sacrifice with purpose and power, while clerics with fewer morals use the blood of others to achieve their own malevolent ends

Domain Spells

You gain domain spells at the cleric levels listed in the Blood Domain Spells table. See the Divine Domain class feature for how domain spells work.

Blood Domain Spells
Cleric Level Spells
1st false lifesleep
3rd hold personray of enfeeblement
5th haste, slow
7th blight, stoneskin
9th dominate personhold monster

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with a martial weapon.

Bloodletting Focus

Starting at 1st level, your divine magic draws the blood from magically inflicted wounds, worsening the agony of your foes. When you cast a damage-dealing spell of 1st level or higher whose duration is instantaneous, any creature with blood that takes damage from the spell takes extra necrotic damage equal to 2 + the spell’s level.

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 creatures based off the leveling table you can see within 30 feet of you, cursing them until the end of your next turn.

The targets must succeed on a Wisdom saving throw or be paralyzed until the end of your next turn.

This feature has no effect on constructs or undead.

TABLE 1:

Level

Number of People 

3

1

6

2

9

3

12

4

15

5

18

6

20

Half your level

 

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 game statistics are as follows:

  • It retains half its normal hit points.
  • It retains its movement speed as if it were still alive.
  • If applicable, it retains any spell slots that were unused however it cannot get them back one expended.

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).

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.

For example, if you’re an 8th-level cleric, you can recover up to four levels of spell slots—a single 4th-level slot, two 2nd-level slots, a 3rd-level slot and a 1st-level slot, or four 1st-level slots. You then take 4d8 necrotic damage.

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. (rounded up)

Vascular Corruption Aura

At 17th level, you can use your action to emit a deathly aura of necrotic energy that causes the veins of nearby foes to burst and bleed. For 1 minute, any hostile creature with blood that moves within 30 feet of you for the first time on a turn or starts its turn there takes 3d6 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.

Once you use this feature, you can’t use it again until you finish a long rest

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