Base Class: Cleric
Wicked be thy name, for the faith in which hast behest you, found within itself a judgemental host. The meanderers shall despise you, those of weaker testament shall shun and belittle you, call upon your work as examples of heresy, and even the very god that had bestowed this gift, looking to end your suffering. This world is that of cruel monikers… but crueler is the reality of their blindness. Show them your faith, your belief, your truest of interests… the blood holds no lies on this forsaken ground. We are our own gods, and they will be shown the light of our divine blessing that is mortality. Go now, child… show them my gift to you, for even the highest mother shall look to disgrace you. Show her the wickedness of her lies… and the truth that lies only in crimson writing. For her tongue may slip quiet lies and false promises, but oaths written in blood hold no false scripture. Show her our truth, and the snake will burn.
The Divine Domain of Blood is that of none who are of weak faith. Holding only the strongest of wills and most unyielding of testaments, clerics of blood seek not reverence in a particular god or deity, but instead, find divinity and sanctimony in their own mortality, seeing it as sacred and never to be wasted. Their tenets speak of finding power in a lesser being, without intrusion from the higher beings and only begetting refuge in their own body, in which they believe is holy in of itself. Every mark upon it is symbolic, every space across their form is intricately crafted and is there for a purpose that is yet to reveal itself. Crimson Clerics look to other religions with superstition, never being outright hostile unless provoked or given a valid reason to, but clerics of this domain give incredible criticism and doubt to the faith of other beliefs, gods, or entities. It is often these clerics that are quick to the scene when there is a divine entity or deity at play that seeks to do harm or manipulate individuals. Often times these clerics repair said harm done to people, bringing them out of their perceived manipulation, and enlightening them to the power that an individual has within themselves. Outside of these particular parameters however, Crimson Clerics are often seen with skepticism by more common folk and especially by other people of faith, as the manipulation of blood magic and other life forces is often seen as taboo and unholy by other faiths. For more common folk, the manipulation of blood as a magic can be rather repulsive for those with weaker stomachs.
For this reason, Clerics of Blood tend to stay secluded from each other, not very often meeting in gatherings. However, it is said that there is no other religious folk that takes the bonds between two individuals more seriously. Most often, Clerics of Blood are riddled with a bad reputation, and instead take solace in their acts of compassion- their duty. They are often hard to crack, but once their trust is gained, you will not find a Cleric more committed to a cause.
Domain Spells
You gain domain spells at the cleric levels listed in the Crimson Domain Spells table. See the Divine Domain class feature for how domain spells work.
Blood Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | bane, bless |
| 3rd | enlarge/reduce, enhance ability |
| 5th | haste, slow |
| 7th | stoneskin, dominate beast |
| 9th | dominate person, antilife shell |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with Heavy armor and Insight.
Carrion Bond
Starting at 1st level, after you finish a long rest (or at the beginning of a quest), you may choose an ally. Until you finish your next long rest, the creature becomes bonded to you. While bonded, the creature gains the following benefits:
- All spells you cast on them have double their normal duration.
- You and the bonded creature can communicate to each other telepathically, sending messages, images, emotions, or otherwise. If you or the bonded creature are charmed or frightened, the other becomes aware of it.
- As long as you are on the same plane of existence, you and the bonded creature know approximately how far you are from one another.
In exchange for the benefits, you receive half the damage that the bonded creature takes. This damage cannot be reduced in any way, unless otherwise stated. The damage you take from this feature does not require you to roll concentration if you are holding an affect.
Channel Mortality: Sanguine Cynosure
Starting at 2nd level, your connection with your bonded creature acts as a funnel for your shared mortal sanctity. As a reaction whenever you cast a spell, you may use your channel divinity to cast it from your bonded creature's location. Alternatively, if the spell you are casting has a range of self, you may cast the spell on your bonded creature rather than yourself. If the spell is of 6th level or higher, you take 1d10 necrotic damage for each spell level above 5th (this damage is applied before you begin concentrating on the spell).
Channel Mortality: Crimson Calling
Additionally, at 2nd level, you may sacrifice part of your own vitality to create a wellspring of power in a time of need. As an action, you may use your Channel Divinity and expend any number of hit dice. When you do, roll the dice, and take necrotic damage equal to the amount rolled. You cannot reduce this damage in any way other than Path to Eternity. Your maximum hit points are reduced by that amount until the end of your next long rest.
Afterwards, you may restore a number of spell slots up to a total of the number of dice you expended. For example, if you expend three hit dice, you may restore up to 3 levels worth of slots, whether it be three 1st-level slots, or one 3rd-level slot, and none of these spell slots can be of 6th level or higher.
Proxy of Sacrifice
Starting at 6th level, you find power in the presence of those who you have bonded with. Your body becomes your Divine Focus. You and your bonded creature gain resistance to necrotic damage, and when either you or the bonded creature is holding concentration on an effect, you may use a bonus action to transfer concentration to your bonded creature, or you may choose to claim their concentration as if it were your own. You may do this an amount of times equal to your Wisdom modifier. You refresh all uses of this feature upon finishing a long rest.
Additionally, while you are within 30 feet of your bonded creature, each of you gains advantage on Death saving throws.
Call of Mortality
At 8th level, your understanding of sacrifice widens, as well as your perspective on what it means to be bound by blood. If you or your bonded creature are forced to make an ability check or saving throw, either of you may use your reaction to add their own equivalent modifier to the roll of the other creature, or, you may give them advantage on the roll. For example, if your bonded creature makes an Intelligence (Arcana) check, you may add your own Intelligence (Arcana) modifier on top of theirs, or if you make a Strength saving throw, the bonded creature may add their bonus for Strength saving throws onto yours when you make the save.
You and your bonded creature may do this a total number of times equal to your proficiency bonus, and you regain all uses after you finish a long rest.
Additionally, the power of your bond with another is revitalizing in itself, manifesting in powerful displays of healing greater than many others. Any healing you apply to your bonded creature is doubled.
Path to Eternity
At 17th level, within this obtuse world, the life blood of one’s self is the legacy they leave with others, and the bonds in blood they create is the faith they have in each other. When using Carrion Bond to bond with a person, you may choose one additional person to become bonded with. While Bonded with these two in this way, as an action, you may choose to peek into their senses, becoming Blinded and Deafened in your own senses while doing so. In addition, whenever any of your Blood Domain features require you to damage yourself, you take half damage instead of the full amount.
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