Base Class: Cleric
The blood domain is an ancient domain. The custom of offering blood to a great divine or evil being is as old as the races themselves, however only a few clerics still practice this magic.
Nowadays there are easier and less dangerous ways to commune with your god. Still, the clerics that hold onto this tradition know that blood holds a fearsome power. It can empower your magic in a direct way, by sacrificing your life essence to strengthen the effects of your spells. Of course such power often leads to corruption, as many a blood domain cleric has proven in the past, but in no way does that mean, that the power granted by your blood is ultimately an evil one, even tough the common people might be inclined to think so.
All that´s left to ask is, can you withstand the corruption of your power or will you embrace the sinister side of the blood domain.
Life Transference at level 5,
Skill Empowerment at level 9,
would be the missing domainspells. Unfortunately they can not be added right now because Xanathar content does not work with the homebreweditor.
It will be added as soon as possible
Bonus Proficiency
You gain proficiency with martial weapons when you choose this domain at 1st level.
Sacrifice
At 1st level, the cleric learns to empower his or her spells.
The cleric takes 5 times the casted spelllevel as necrotic damage (that can’t be reduced) to either reduce the saving throw of his targets by one d4 or add plus two to his attackroll for this one spell.
At level 14 in this class you can roll 2d4 and choose the better roll.
Channel Divinity: Bloodform
Starting at 2nd level, the cleric can use Channel Divinity to become a creature made out of blood.
The cleric can use Channel Divinity to become a creature out of blood for 1 minute. In this state he or she has resistance to non magical and magical piercing, slashing and bludgeoning damage. Only spells from the school of necromancy that have an healing ability, like life transference and vampiric touch can restore lifepoints to the cleric in this form. The healing of other sources has no affect. In this form he or she can squeeze through space as narrow as one inch without problems.
You can cancel this Form as a bonus action. You will also leave this form if you reach 0 hitpoints.
Blood Rites
Starting at 6th level, the cleric’s ability to channel his or her energy becomes more potent. Your Life Transference spell heals the maximum possible HP of its target. But it also deals the maximum damage to you. In addition Vampiric Touch heals now the full amount of damage inflicted.
Blood Strike
At 8th level, the cleric can infuse his or her weapon strikes with radiant or necrotic energy. The cleric has to choose which of these two options he or she takes and cant revise that decision afterward. (Storywise the GM may allow it due to allignment change as example). 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 radiant or necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
Healing blood
At 17th level, your blood heals larger wounds over time. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/24/2019 10:33:23 PM
|
19
|
1
|
1.0
|
Coming Soon
|
|
|
3/29/2019 11:38:12 AM
|
199
|
1
|
1.1
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Mar 29, 2019Changed the flufftext
Nerfed: "Sacrifice"
At 1st level, the cleric learns to empower his or her spells.The cleric takes 5 times the casted spelllevel as necrotic damage (that can’t be reduced) to either give his targets disadvantage on their saving throws or add plus two to his attackroll for this onespell.The disadvantage ability proofed to be to powerfull.