Base Class: Cleric
In the depths of seclusion, a group of devoted clerics dedicated their lives to the noble cause of saving others. However, they faced a heartbreaking reality - their lack of resources prevented them from preventing the deaths of many in need. Determined to find a solution, they turned to an unconventional yet abundant resource: blood and bone.
These secluded clerics delved into forbidden knowledge and ancient rituals, seeking ways to harness the power within blood and bone for healing purposes. Through their tireless research and experimentation, they discovered that these seemingly mundane substances held immense potential.
By infusing spells with drops of blood or fragments of bone, these clerics found that their healing magic became more potent and effective. The life essence contained within these materials enhanced their abilities to mend wounds and cure ailments.
However, this newfound power came at a cost. The secluded clerics soon realized that using blood and bone as a resource required careful balance and ethical considerations. They established strict guidelines for obtaining these materials - only from willing donors, fallen creatures who had perished naturally or from the enemies they slayed.
To ensure the sanctity of life was upheld, the clerics developed rituals that honored those who had given their blood or bones willingly. These rituals served as reminders that every sacrifice made should be respected and cherished.
Word spread about this unique group of healers who could perform miracles with nothing more than common resources found everywhere - blood and bone. People traveled far seeking their aid in times of dire need, knowing that even in the face of limited resources, hope remained.
Revered for their unwavering dedication to saving lives despite adversity. Their story serves as a testament to the resilience of compassion in even the most challenging circumstances.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with arcana checks.
Blood Exchange
Starting at 1st level, you learn how to use your own blood to enhance your healing. As a bonus action, you can add additional dices (or half of the amount if the healing is not a dice roll) to the amount you healed, you also take an amount of damage equal to the extra healing. This damage cannot exceed your current amount of HP.
Channel Divinity: Blood Rite
Starting at 2nd level, you can use your Channel Divinity to perform a blood rite.
As an action, you can perform a rite to use your own life force to heal nearby creatures. Choose an amount of creatures up to your wisdom modifier and restore a number of hit points equal to 1d4 x half your cleric level (rounded up) to each creature, you take an equal damage to the total amount of health you healed. This damage cannot exceed your current amount of HP.
Blood Transfusion
As an action, you can transfer the blood of one creature to another. You choose 2 willing creatures within 30ft of you (you can choose yourself). One takes 2d12 necrotic damage and the other is healed an equal amount, you can expand multiple charges at once to add another 2d12 to the damage. This damage cannot exceed your current amount of HP. You can use this feature amount of times equal to double your proficiency bonus every long rest.
Siphon
As a bonus action you can enhance your spells with blood magic, causing it to steal the life force of enemies. Whenever you deal damage to enemies with a spell, you heal for half the total damage dealt. You can use an amount of times equal to your proficiency bonus every long rest.
Blood Cloak
As an action, you can form a cloak of blood covering yourself, in this state all damage you take from Blood Exchange, Blood Rite and Blood Transfusion is halved, this state lasts for 1 minute. You can use this action once every long rest.
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