Base Class: Cleric
The Blood domain is based on the understanding of the life force in the mortal shell, the balance of life and death, and sacrifice. Almost any neutral or evil deity can claim some influence over the secrets of blood magic; good gods tend to shun it except in extenuating circumstances.
Blood Domain Spells
Blood Domain Spells
- 1st level: sleep, false life
- 3rd level: ray of enfeeblement, hold person
- 5th level: haste, slow
- 7th level: blight, stoneskin
- 9th level: dominate person, hold monster
Bonus Proficiency
Starting at 1st level, Blood clerics gain proficiency with martial weapons.
Blood Letting Focus
Whenever blood clerics deal damage to creatures with blood with any spell of 1st level or higher (including the weapon attacks of spiritual weapon), they deal extra necrotic damage equal to your proficiency bonus.
Channel Divinity: Crimson Bond
As an action, blood clerics can focus on a sample of a creature's blood to learn that creature's approximate distance from the cleric 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 10 miles. The cleric 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. If they succeed, the bond ends. If the creature fails, the cleric can see through the target's eyes or hear through the target's ears instead of the cleric's own for a number of rounds equal to the cleric's Wisdom modifier (minimum of 1 round), after which the bond ends. Regardless of the outcome of the save, the cleric takes necrotic damage.
Channel Divinity: Blood Puppet
As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature.
Sanguine Recall
At 6th level, Blood Clerics can, as an action once per long rest, recover spell slots (up to 5th level) with a combined level of half the cleric's class level (rounded up), taking damage based on the levels of spell slots recovered.
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 Necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Vascular Corruption Aura
At 17th level, as an action once per long rest, a blood cleric can emit an aura for 30 feet for one minute that causes enemy creatures with blood to bleed, suffering 2d6 necrotic damage each turn they enter or start their turn in the aura. Enemies that would regain hit points while within the aura only regain half of the intended number, rounded up.
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