Cleric
Base Class: Cleric

The Vampiric Domain is used by followers that worship evil or chaotic deities.

The Vampiric Domain is used by creatures that pursue and seek power also they usually are evil or chaotic, though some may try to use it for good but they usually succumb to the temptations of power and the pull of evil. The Vampiric Domain focuses on stealing life rather than giving it. Many that use the dark ways of the domain believe that death is not a punishment because they believe that in death they can serve there god. The people that are in the Vampiric Domain come with a great many of histories and with an even more amount of motives.

Domain Spells

You gain domain spells at the cleric levels listed in the Vampiric Domain Spells table. See the Divine Domain class feature for how domain spells work.

Vampiric Domain Spells

Cleric Level

Spells

1st

hellish rebuke, charm person

3rd

silence, hold person

5th

vampiric touch, counterspell

7th

blight, polymorph

9th

contagion, dominate person

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with Martial Weapons, and Heavy Armor.

Blood Burn

Starting at 1st level, you can invoke the power of your deity to make your enemies feel extreme pain. Immediately after you cast a spell that deals damage that uses a spell slot of 1st level or higher, to a creature that has blood (DM's discretion), they take necrotic damage equal to your proficiency modifier. 

Channel Divinity: Blood Boil

Starting at 2nd level, you can use your Channel Divinity to deal necrotic damage to a creature.

As a bonus action after you hit with a ranged spell attack or melee weapon attack to a creature with blood [DM discretion] you can make them feel extraordinary pain each time they move for 1 minute. While Blood Boil is active at the start of the creatures turn it takes 1d6+your proficiency bonus necrotic damage, and until the end of the round for each 5ft it moves it suffers an extra 1d6 necrotic damage to a max of 5d6 a round. This Die maximum increases by 1 at, 6, 10, 14. and 18 level.

Blood Syphon

At 6th level, you become extraordinarily adept at Blood magic, whenever you deal necrotic damage as a part of an attack of a spell or weapon to a creature that has blood (DM's discretion), you may restore heath points equal to your Wisdom Modifier plus your proficiency bonus (minimum 0), you can use this feature a number of times equal to your Wisdom Modifier plus your level halved (minimum 0).

Additionally you can cast Vampiric touch but when you cast it using the feature you may change the range from touch to 30 ft. You can cast Vampiric touch once a day using this feature, you regain use of this feature if you take a long rest.

Unholy Strike

At 8th level, you gain the ability to infuse your weapon strikes with unholy energy. Once on each of your turns when you hit a creature with a weapon attack you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Forbidden Incantation

Starting at 17th level, you choose one out of two dark, forbidden, powerful dark spells granted from your deity Forbidden Tentacles and Forbidden Summoning.

Additionally, each feature and ability used from the Vampiric Domain now doesn't requires blood to activate.

Forbidden Summoning

Starting at 17th level, as an action you summon a Vampire, You control it but it rolls for it’s own initiative and if it drops to 0 hp or if a hour passes it disappears in a mist of shadow. You can use it once a day refreshes once you take a long rest.

Forbidden Tentacles

Starting at 17th level, as an action you present your holy symbol, and from it a portal appears, and five long, sharp, shadow-like tentacles comes forth, and attack any number of creatures up to five that are within 60 feet of you. For each tendril attacking a creature that creature must succeed on a dexterity saving throw against your spell save DC or take 10d8 necrotic damage, and become restrained but if they succeed they take half the damage, and aren’t restrained. They can repeat the saving throw each turn if they use there action.

You can use this feature once a day, you regain this feature once you take a long rest.

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