Base Class: Cleric
Blood was once the primary offering to gods of all types. Ritual sacrifice in the name of the gods was to be celebrated and honored. Gods that claim to be righteous and benevolent now abhor this practice, but the gods that revel in power and spite remain enamored with offerings of blood. Clerics of evil gods such as Bhaal, Loviatar, Erythnul, Sargonnas, The Fury, and Maglubiyet will often devote themselves to the glory of blood sacrifice in order to appease their violent masters, as will some zealous clerics of neutral and good gods of war and death that may not openly approve of such forms of worship but will privately revel in it just the same as their evil counterparts. Whichever deity they may follow, Blood Clerics use their powers and their knowledge of the inner workings of the body to honor their god with glorious rivers of red.
Bonus Proficiency
When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons and heavy armor. You also gain proficiency in the Medicine skill.
Channel Divinity: Exsanguinate
Starting at 2nd level, the cleric can use Channel Divinity to forcibly rip the blood out of a living creature.
As an action, you brandish your holy symbol toward a target you can see within 30 feet of you. The creature must make a Constitution saving throw. The creature takes 4d6 + your cleric level necrotic damage on a failed saving throw, and half as much on a successful one. A creature that does not have blood is not affected.
After a creature takes damage from this ability, you may create a shield of blood to protect yourself or one ally within 30 feet of you that you can see. The target gains temporary hit points equal to half the damage that was dealt, rounded up.
Bloodletting
Starting at 6th level, the cleric's ability to take blood is enhanced by their god. Once per turn, when using Channel Divinity: Exsanguinate or dealing slashing damage from any source, that source deals an additional 2d6 necrotic damage.
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.
Ritual Sacrifice
Starting at 17th level, the cleric may ritually sacrifice a living creature to their god in order to be granted a powerful boon in the form of a feat of their choice. The ritual takes 10 minutes to perform and the cleric must be holding a weapon that deals slashing damage and remain within 10 feet of the sacrifice for the duration, and at the end of the ritual they must plunge a bladed weapon into the sacrifice. This killing strike deals 100 necrotic damage that cannot be resisted or reduced in any way. Creatures that do not have blood cannot be used as a sacrifice for this ritual. If the sacrifice dies as a result of the killing strike of the ritual, the cleric may choose any feat to take as their boon.
The chosen boon lasts for 30 days or until the cleric performs another ritual sacrifice. When another ritual sacrifice is completed, the cleric may choose to keep the same feat or replace it with a different feat.
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