Cleric
Base Class: Cleric

The crimson domain allows access to controll the blood in creatures bodies.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Sanguine soul

Also starting at 1st level, you can cause a creatures blood to revolt against them. When a creature within 5ft of you attempts to attack you or your allies, you can use your reaction to cause the creature to make a Constitution saving throw equal to your spell save DC. on a fail, the creature takes 2d6 piercing damage and automatically misses its attack. On a success, they take half damage and its attack isn't effected.

You can do this a number of times equal to your proficiency modifier per long rest. Additionally, If a creature does not have blood (as determined by the DM) this feature has no effect.

Channel Divinity: crimson rite

Starting at 2nd level, you can use your Channel Divinity to bolster the blood of allies.

you can choose to spend 10 minuites invoking your crimson rite. Your crimson rite can be a prayer, offering, or other devine ritual. If you do, you can divide five times your character level in temporary hit points to any creatures within 30 ft of you upon finishing the rite.

Enchanted cruor

Beginning at 6th level, you can use a bonus action to saturate an ally's blood with divine magic. Choose one ally within 30 ft of you. That ally then gains extra healing equal to your character level each time they regain health from a 1st level spell or higher for the next minuite.

You can do this 2 times per long rest.

Hemolytic grasp

At 8th level, you gain the ability to force a person's blood to slow and stiffen to harsh spikes. As a bonus action, you can select one creature within 30 ft. That creature then must make a Constitution saving throw againt your spell save DC. On a fail, it's speed is reduced by 10ft and it takes 1d4 peircing damage for any attack, action, bonus action, reaction, or 10ft of movement it makes until the end of its next turn.

You can do this a number of times equal to your proficiency modifier per long rest.

This feature doesn't work on constructs, or any creature deemed to not have blood by the DMs discretion.

Blooodstained savagery

Starting at 17th level, when you would normally roll one or more dice to damage with a trait, you instead use the highest number possible for each die. For example, instead of dealing 2d6 damage to a creature, you deal 12.

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