Cleric
Base Class: Cleric

Clerics of the Hemomancy domain are fanatics that worship dark and twisted gods.  Their ability to control the ebb and flow of life within someone is immaculate. One must hope to be on the benevolent end of the scythe that tears through others if not just to steal their vitality and bestow it upon themselves.  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.  

Hemomancy

When you choose this domain at 3rd level, you gain control of blood, whether that be yours or anyone else unfortunate enough to cross you.  You can even use it as a catalyst for your magic.

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 if the target of the damage or healing is a creature other than yourself.

Additionally, you are given Blood Vials equal to half your Cleric level.  All Blood Vials are refilled upon a long rest.

Blood Vial: When you use the Hemomancy feature to bypass the need for a spell slot, you can expend the blood out of any amount of Blood Vials before the damage is rolled and use it in place of one level of the spell you are creating.  You also empower the spell and if the spell either deals damage or heals roll an additional (1d4-1) per vial to add to the total.

Hemomancy Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Hemomancy Domain Spells table, you thereafter always have the listed spells prepared.

Hemomancy Domain Spells

Bloodrites

You may expend one use of your Channel Divinity for either of the actions below

Transfusion: Choose 2 creatures within 30ft 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 your proficiency in Blood Vials, the creature takes Necrotic damage equal to (1d6 per Blood Vial + your Wisdom modifier). The other target recovers hit points equal to half the damage dealt.

Blood Rage: Choose a creature within 30ft of you that you can see and has blood.  The creature must make a Constitution saving throw against your spell DC, on a success, nothing happens.  On a failure, expend up to 2 Blood Vials.  The creature takes (1d4+1) in Necrotic damage for each (If the creature takes no damage from the feature, they automatically succeed).  The next time the target creature hits with a melee weapon attack, they can roll an additional weapon die for each expended Blood Vial.  This additional damage can either be Necrotic damage or the weapon type's damage (target's choice).  If the effect is not consumed within 1 minute, it dissipates.  This effect is not stackable.

Sanguine Frenzy

At 6th level, your god has bestowed upon you the power to harness the spilled blood of creatures for your own ritualistic purposes.

When you witness a creature die, you are frenzied for 1 minute or until one of your frenzied actions is used.  While frenzied, you may take any of these actions:

As an action, recover all your Blood Vials. Then take (1d4) Necrotic damage for each recovered. This damage bypasses resistances and immunities.

As a bonus action, recover a Blood Vial.

As a reaction, when you take damage exceeding your current hit points, you may expend all of your remaining Blood Vials and gain Temporary Hit Points equal to 3x the Blood Vials spent for 1 minute.  You may use this once per day.

Sanguine Master

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 it did.

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.

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