Base Class: Cleric
You call on your faith in the power of blood.
Bonus Proficiency
When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons and heavy armor.
Domain Spells
1st-level Blood Domain feature
You gain domain spells at the cleric levels listed in the Blood Domain Spells table.
Blood Domain Spells
| Cleric LEVEL | SPELLS |
|---|---|
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1st |
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3rd |
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5th |
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7th |
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9th |
Blood Curse
At 1st level, You can use the power of your blood to curse an enemy. As a bonus action, you can give a creature -1 AC, -5 Speed, -1 on Attack Rolls, or lower the crit threshold against them by 1 for 1 minute. You can do this a number of times equal to your wisdom modifier per day.
Channel Divinity: Channel Blood
Starting at 2nd level, the cleric can use Channel Divinity to transfer life essence from on creature to another.
Choose 1 creature you can see, it makes a wisdom saving throw vs your spell DC. On a failure it takes 2d6 necrotic damage and then choose another creature to heal for that damage. You can use a bonus action to change 1 of the targets. At the end of either creatures turn, they can make a wisdom saving throw to attempt to end the effect. This requires you to use your action each turn to continue and requires concentration to maintain. If either creature is out of your line of sight at the end of your turn the effect ends. This effect lasts for up to 1 minute. On a successful saving throw, the effect ends.
Bless Blood
Starting at 6th level, As an action you can sacrifice a number of hit dice to give an equal amount of d8 + Cleric level in temporary HP to a number ofcreatures equal to your wis modifier within 30 ft. While the temporary HP is active, the target has bless.
Divine Strike
At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
Blood Weapons
Starting at 17th level, you can enhance a number of weapons equal to your wisdom modifier for 1 day. The enhanced weapons deal an extra 1d8 necrotic damage, by passing resistances, and the creature using the weapon heals for the necrotic damage done.
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