Base Class: Cleric
They say life flows in the veins, a vibrant river of potential. But for the devotees of the Crimson Domain, that river is a source of raw, untamed power. These clerics understand the potent connection between blood and vitality, viewing it not just as sustenance, but as a conduit to the divine. They might be seen as unsettling figures by some, their rituals involving the deliberate shedding of crimson, but their intentions are often far more complex than simple bloodlust.
A Crimson Domain cleric might be a fierce protector, drawing strength from their own spilled life force to weaken their foes and bolster their allies with borrowed vigour. They could be enigmatic healers, understanding the delicate balance of life and death, and knowing how to manipulate the very essence of being to mend wounds – or inflict them with terrifying ease. Perhaps they are grim warriors, their weapons imbued with a life-draining energy, leaving their enemies weakened and themselves invigorated.
Regardless of their specific path, the Crimson Domain cleric walks a unique and often misunderstood road. They see power in the pulse of life, and they are not afraid to tap into its raw, visceral nature. Their magic is a dance between pain and vitality, a testament to the profound and sometimes terrifying power that resides within every drop of blood.
Level 3: Crimson Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Crimson Domain Spells table, you always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Enthrall, Ray of Enfeeblement, Inflict Wounds, False Life |
| 5 | Animate Dead, Bestow Curse |
| 7 | Blight, Death Ward |
| 9 | Antilife Shell, Contagion |
Level 3: Sanguine Resilience
At 3rd level, your covenant with vital energy grants you a measure of resilience. Whenever you take necrotic damage, you gain temporary hit points equal to half the necrotic damage you took (minimum of 1). These temporary hit points last until the end of your next turn.
Bonus Proficiency
You gain proficiency with martial weapons and with heavy armor.
Bloodless Hands
You gain the Chill Touch cantrip.
Level 3: Channel Devinity: Blood Empowerment
At 3rd level, you can use your Channel Divinity to empower your attacks with vital energy. As a bonus action, you can touch a weapon. For 1 minute, attacks you make with that weapon deal an extra 1d8 necrotic damage on a hit. If you hit a creature with an attack using this empowered weapon while it has half or fewer of its hit points, you regain a number of hit points equal to the extra necrotic damage dealt.
Level 6: Vital Transfusion
At 6th level, you gain the following feature:
-
Vital Transfusion: When a creature within 30 feet of you takes damage, you can use your reaction to expend one of your hit dice. Roll the die and choose to either:
- Bolster: Grant the damaged creature temporary hit points equal to the number rolled + your Wisdom modifier.
- Weaken: The creature that dealt the damage takes necrotic damage equal to the number rolled + your Wisdom modifier.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Level 17: Lifeblood Mastery
At 17th level, you gain the following feature:
- Lifeblood Mastery: Your command over vital energy reaches its peak.
- When you use your Crimson Empowerment and hit a creature with half or fewer of its hit points, you regain hit points equal to twice the extra necrotic damage dealt.
- As an action, you can touch a willing creature and expend any number of your hit dice. The creature regains hit points equal to the total number rolled + your Wisdom modifier.
- Lifeblood Transfusion: You can choose to sacrifice up to half of yours or a willing creature's current hit points to heal an ally or yourself for twice the hit points back. You can do this once per long rest.
Comments