Cleric
Base Class: Cleric

The Sanguine Domain focuses on blood letting attacks that helps sustain the life of their allies. Clerics who tap into this domain focus on melee combat, using their foes life force to sustain their own their followers and their allys.

This domain is particularly associated with vampiric gods, gods of endurance, blood or combat. Religious orders that follow this domain tend to be optimistic they don't see morals as black and white and aren't considered evil, though their reputation with vampires dose darken peoples views of them.

Level 3: Disciple of Blood

You gain weapon mastery's for melee Slashing and Piercing weapons. You can perform the somatic components of spells even when you have weapons in one or both hands.

Level 3: Sanguine Strikes

Whenever you deal damage to a creature with a melee weapon attack, gain a Blood Point. You may spend any number of blood points to do any of the following:

  • You may use two blood points to cast a spell with a casting time of 1 Action as a Bonus action.
  • You may increase the range of a spell by 30ft per point you use, a spell with a range of touch becomes 30ft with the first point used.
  • You may increase the number of dice rolled for a Healing spell by one per blood point spent, the die is the same as what the spell uses.

You may spend any number of blood points on a single spell and the effects of spent points only apply to the next spell played during that turn. Blood Points not used at the end of the turn are lost. The maximum number of blood points you can have at any one time is equal to your Proficiency modifier + your Wisdom modifier. 

Level 3: Blood Rush

You present your Holy Symbol and expend a use of your Channel Divinity to let a wave of energy wash over you and enter a Blood Rush. The Blood Rush lasts for 1 minute (10 Turns) it ends early if you ever lose consciousness or are incapacitated or wish to end it as a Bonus action.

While in the Blood Rush you have +1 to hit and gain an additional Blood point the first time you hit an enemy with a melee weapon attack. Also Blood points last for the duration of your Blood Rush instead of been lost at the end of your turn.

Level 6: Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 17: Blood Frenzy

You may go into a Blood frenzy, You can attack four times instead of once when you take the Attack action as long as you have a weapon in each hand or three times if you are only using one weapon.

You may use this ability a number of times equal to your Proficiency bonus and regain these uses on a long rest. This doesn't stack with extra attack.

Previous Versions

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