Base Class: Cleric
Clerics of the Hemomancy domain are fanatics that follow dark and twisted gods. Their ability to control the ebb and flow of life within someone is immaculate and they're ability to harm and help is unmatched. Making sure to balance that pain and pleasure is the only way these clerics know how to survive. While most might consider them dangerous, taboo, and evil; no one can deny they are incredible allies if you can get them on your side.
Domain Spell List
Below is the Domain Spell List for Clerics of the Hemomancy domain. These spells are always prepared and do not count against the number of spells you known or can have prepared in a day. The spell list increases at 3rd, 5th, 7th, and 9th level and has the following spells.
Hemomancy Domain Spells
| Cleric Level | Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Hemomancy
When you choose this domain at 1st level, you gain control of your own blood and can use it as a catalyst for your magic.
You are immune to disease and the poisoned effect.
Also, when casting a spell, you can bypass the need to consume a spell slot be taking Necrotic damage equal to (1d4 + your proficiency bonus) per spell level. This damage cannot be reduced in any way and bypasses immunities. When you cast a spell using this, you can add your Wisdom modifier to the damage or healing total.
Pool of Blood
At 2nd level your rituals and devotion have reached the ears of your god. They have bestowed upon you the ability to control the blood within others.
You are given (1 + your Cleric level) Blood Droplets. These are used to enhance your abilities as you improve your blood magic. All Blood Droplets are refilled upon a long rest.
Additionally, when you use the Hemomancy feature to bypass a spell slot and the spell either deals damage or heals, you can expend up to half your proficiency (rounded down) Blood Droplets to roll an additional 1d6 damage or healing for each Blood Droplet expended .
Channel Divinity
At 2nd level, your gods have bestowed upon you the rights of Channel Divinity. These manifest through Transfusion; a siphon of life from one creature into another, and Blood Rage; a temporary buff for an ally.
Transfusion
One of your Channel Divinity powers takes one manifestation as the ability to steal the blood from one's body and use it to repair another.
As an action, Choose 2 creatures within 60ft of you. You must be able to see them and they must have blood. Make a ranged spell attack on one. On a hit, expend up to 3/5/7 (at levels 2/12/18) Blood Droplets, the creature takes Necrotic damage equal to (the number of Blood Droplets in d6 + your Wisdom modifier). The other target recovers hit points equal to half the damage dealt.
Blood Rage
One form of your Channel Divinity takes the shape of Blood Rage. This allows you to force the blood of a creature to rush through them and increase the damage of their next attacks. Due to the dangers of altering blood flow, the creature takes damage upon receiving this power.
As a bonus action, choose a creature within 60ft of you that you can see and has blood. The creature must make a Constitution save against your spell DC, on a success, nothing happens. On a failure expend up to 1/3/5 (at levels 2/12/18) Blood Droplets. The creature takes the number of Blood Droplets in d6 as Necrotic damage, but halved and until the end of their next turn, when the target creature makes a melee attack, they can add additional weapon damage equal to the amount rolled from your d6 to their strike. The creature can willingly fail this to receive the additional effects. If the creature takes no damage from the feature, they automatically succeed.
Siphon
At 6th level, your god has bestowed upon you the power to harness the spilled blood of creatures for your own ritualistic purposes.
When a creature you can see with blood dies within 30ft of you, you can use your reaction to recover Blood Droplets equal to (1 + your Wisdom modifier). This can be used a number of times equal to your proficiency bonus and recovers all charges on a long rest.
Blood Sacrifice
At 8th level, your fanaticism has reached new heights. You gain the ability to use yourself as a divine conduit to recover your missing Blood Droplets. This will hurt.
As an action, you can recover all your Blood Droplets. You then take Necrotic damage equal to twice the number of dice recovered. This damage bypasses resistances and immunities. This can be used once per long rest. This increases to 2 uses at 15th level.
Pseuchomancy
At 17th level, your connection to your god and your ability to use the blood of others has exceeded the need to alter the blood of your allies for any of your features.
All Necrotic damage sourced from you bypasses resistances and immunities. Additionally, any creature that doesn’t have blood is affected by your abilities and spells as if they did.
Additionally, when you damage an ally (including yourself), as a reaction, you can make a ranged spell attack on another target you can see within 60ft to redirect the damage to that target. On a hit, the target takes full damage. On a miss, the ally takes the damage as normal.
Previous Versions
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4/19/2024 2:49:17 AM
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5/17/2024 7:00:02 PM
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6/8/2024 2:34:13 PM
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