Cleric
Base Class: Cleric

Gods of the blood domain preside over vitality, sacrifice, purity and violence. To these deities, blood is worth its weight in gold, as it serves as the manifestation of the connection between body and soul; an anchor for a person’s spirit to its mortal vessel.

Clerics of the blood domain are an often esoteric and strange sort, taking part in ritual sacrifices where offerings of blood are made to empower the divine magic they wield. Through such rituals, some wish for raw, brutal power; the ability to dominate and slaughter their foes, while others seek the ability to mend wounds and cure ailments.

Vital Reading

Beginning when you choose this domain at 1st level, your divine magic allows you to discern information through blood. As an action, you can touch the blood of a creature and attempt to discern certain facts about it. You learn its creature type, its age, and if it is afflicted by a poison or disease. If it is suffering from a disease, you learn the name of the disease and its effects. An undead or construct is immune to this feature.

Blood Offering

Also at 1st level, you can make grim sacrifices to enhance your divine magic. As part of casting a cleric spell of 1st level or higher, you can expend a number of your cleric Hit Dice up to your Wisdom modifier and roll them. You take necrotic damage equal to result and gain a bonus to the healing or damage of the spell you cast equal to the necrotic damage you took. The damage you take cannot be reduced in any way and does not require you to make a Constitution saving throw to maintain concentration on a spell.

You can use this feature a number of times equal to your Wisdom modifier per long rest.

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 life, inflict wounds
3rd blindness/deafnesshold person
5th bestow cursevampiric touch
7th blightcompulsion
9th contagiondominate person

Channel Divinity: Crimson Thirst

At 2nd level, you can channel divine energy to siphon the life force of other creatures to heal yourself. As an action, you can spend a use of your Channel Divinity feature to force all creatures of your choice within 30 feet of you to make a Constitution saving throw. On a failed save, a creature takes necrotic damage equal to 1d6 + half your cleric level rounded up. You regain hit points equal to the total necrotic damage dealt, up to a maximum of three times your cleric level.

Divine Fortitude

At 6th level, you’ve been blessed with divine vitality. You gain proficiency in Constitution saving throws. In addition, you automatically stabilize whenever you are dying at the beginning of your turn.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Grievous Wound

At 17th level, you can invoke divine fury to injure and brutalize your foes using their own blood. After dealing necrotic damage to one or more creatures with a cleric spell of 1st level or higher, you can choose to attempt to inflict one of the spell’s targets with a grievous wound. The creature must make a Constitution saving throw. On a failed save, the creature cannot regain hit points and takes 3d6 necrotic damage at the beginning of each of its turns for the next minute. The creature can reroll its saving throw at the end of each of its turns, ending the effect on a success.

You can use this feature a number of times equal to your Wisdom modifier per long rest.

Blood Domain Image

Comments

Posts Quoted:
Reply
Clear All Quotes