Base Class: Cleric
This cleric subclass is based around the Priest of La Manchaland Gregor from Limbus Company, focusing on gaining bloodfeast by inflicting the unique status "Bleed" on targets and suffering to buff and enbolden your allies! Be careful though, as despite having the means to steadily heal yourself your pain will be everlasting.
Level 1: Priory's Bloodfeast.
Starting at first level, your misericordious hands have dipped into the blood of the sinful, and with them you may flagellate evil as you see necessary. Whenever you inflict a creature with
Bleed stacks, an equal amount of
Bloodfeast is added to your party’s pool.
Bloodfeast is a party-wide resource used to fuel a number of skills, and when you use it to fuel your own abilities. The party’s
Bloodfeast is reduced to 0 during a long rest.
Additionally, your relationship to the purifying nature of pain has left you tougher than most. Whenever you gain a level in this class and at first level you gain an additional maximum hit point.
Bleed Condition
A
bleeding creature is well,
bleeding! You take 1d4 damage when you perform your any action ( Each attack is considered a different action, this also includes Bonus Actions and Reactions, but not Free Actions ), and then is reduced by one stack. You may heal or have it fully removed if you or another creature passes a successful medicine check on you. The DC for this is 10 + The number of stacks you currently have. If you have only one stack of
Bleed, it will not be removed upon taking damage and must be removed through a medicine check.
Bloodfeast Resource
Sanguine desire, red fuel to the veins.
Bloodfeast is the coalesced blood of which Bloodfiends draw power from, this is a general counter that starts at 0 and is reset to 0 after combat.
Bloodfeast is increased by one for each stack of the
Bleed condition during combat, being a resource for the party as a whole.
As an alternative rule to distribute
Bloodfeast, the highest player in Initiative gains their Proficiency Bonus’ worth of maximum
Bloodfeast to consume during their turn, with any remaining player doing the same until the last player consumes whatever remains with the same limitations.
Level 1: Bloodied Hands
Also when entering this Divine Domain, the weight of sin that you must carry pools around your fingers and hardens into devastating tools of purification. You gain Bloodied Hands with your
Bloodfeast, which gradually becomes fiercer the more blood you spend. The requirements you must meet for each rank and their effects are described in the table below:
| Rank | Min. Bloodfeast | Min. Level | Effects |
|---|---|---|---|
| 0 | 0 | 1st | You have a metallic holy symbol that acts as stake, if lost or destroyed you may recreate it during a long rest without spending materials. It is a martial weapon you are proficient in and it deals 1d6 piercing damage. ㅤ |
| I | 6 | 1st | Your Bloodied Hands seep into the symbol, forming a bloody whip to inflict salvation unto others. This weapon gains Reach and deals an additional 1d4 piercing damage to Bleeding creatures. ㅤ |
| II | 12 | 6th | The blood weeps further from between your fingers. Your weapon now deals 2d6 piercing damage plus 2d4 piercing damage to Bleeding creatures. When you hit a target with a melee attack while using this, you regain two hit points. Additionally, this weapon counts as a +1 Holy Symbol and a +1 Weapon. ㅤ |
| III | 30 | 12th | Your sinful hands will never be fully washed away from the red that coats them. Your weapon now deals an additional 3d4 piercing on Bleeding creatures, and has a reach of 10-ft., also healing 3 hit points on a melee hit. It counts as a +2 Holy Symbol and a +2 Weapon. On a Critical Hit with this weapon, you may heal yourself or a creature within the weapon’s reach for up to two times the stacks of bleed on target. ㅤ |
This table’s effects do not stack, any changes to the weapon are as described.
Level 1: Self-Destructive Dedication
Finally, upon choosing this Divine Domain, you may use the righteousness behind your brutish actions to fuel you onward in flagellation. When you deal melee damage to another creature, you may choose to remove
Bleed stacks from yourself and transfer them to the target. The number of stacks you may transfer is up to half your Proficiency Modifier, rounded down. In addition, you may strike your whip against your own flesh as a bonus action to steel your resolve. You suffer an amount of
Bleed equal to your Proficiency Modifier, and gain the same value as a bonus modifier to Wisdom Saving Throws for as long as you are
Bleeding. You may use this feature an amount of times equal to your Wisdom Modifier.
In your dedication, you may also spend the blood spilt by your hands to fuel Bloodarts, horrifying works of hemomancy. They are as follow:
- Once at the start of your turn you may spend 2
Bloodfeast as a free action to heal yourself by 1d8 hit points. You may spend additional
2 Bloodfeast to heal additional 1d8 hit points, to a maximum amount of die healed equal to your Proficiency Modifier. - As a bonus action you may ready an attack empowered by your hunger, by doing so and spending 2
Bloodfeast you may give yourself advantage on your next attack against a creature suffering
Bleed. This creature suffers an additional amount of your weapon’s damage type equal to the amount of
Bleed stacks they are currently suffering. - You may spend 3
Bloodfeast and an action to channel a vicious rage, causing you to scream and attempt to goad others into commiting sins you can punish. When you do so, all creatures within 15-ft of you must pass a Charisma Saving Throw against your Spell Save DC or be goaded. A goaded creature has a bloody rage also overtakes their senses, be more inclined to target you as the source of their rage until the end of their next turn. Goaded creatures gain advantage to hit you and disadvantage to hit other creatures. Creatures immune to being Charmed or Frightened succeed in this Saving Throw instantly.
Level 6: Rituals of an Ailing Heart
Through your clergy you’ve learned how to practice certain rites to absolve your fellow sinners of the corrosion that plagues their souls, even if you suffer for it. Starting at 6th level, as a bonus action on your turn you may spend 4
Bloodfeast to perform any of the following Ailing Rites:
- Its Going to be Okay. You offer enchanted words of encouragement and kindness while ignoring how hollow they ring inside your own ears. When you do so, you instantly end the Charmed, Frightened, Poisoned , Sinking or Panicked conditions that another creature within 30-ft of you may be suffering, yet their haunting thoughts become your own during this unassuming ritual. After you do so, you must pass a Wisdom Saving Throw against your own Spell Save DC or suffer 2d4 Psychic damage and be afflicted with the Conditions removed until the end of your next turn. You may also use this feature to change the targets of psychic-damage inducing spells such as Phantasmal Killer to be yourself, ending their effect from the initial target and attempting to pass the same Wisdom Saving Throw or becoming the new target of the spell’s effect. If a spell is transferred this way, its duration is not reset.
- Endure Further. With a piercing touch to a willing creature within 5-ft, you sink your own blood into their body along a string of words to have them keep enduring the pains of battle. For up to one minute you maintain Concentration on the following effect: Your ailing mind slowly erodes from an overwhelming anxiety seeping in their blood, causing you to suffer your Proficiency Modifier as an amount of d6 die of psychic damage at the start of their turns, but granting them a bonus to AC for the duration equal to the amount of damage die taken, as your protection has them move involuntarily away from outside troubles.
- Light Concessionary. You may listen to your kindred’s sins and absolve them of such impure thoughts. During combat, you choose one willing creature within 30-ft. of yourself to start a rite of cleansing where they confess their sins to you by spending their reaction to do so. Upon spending their reaction, this creature gains half your Wisdom Modifier ( Rounded Up ) as a bonus to Wisdom Saving Throws for the next minute. You may use this feature once per day during a Long Rest without spending
Bloodfeast as long as you perform no other heavy activity, if this feature is used in this manner you may have it target up to your Proficiency Bonus’ worth of creatures and this feature’s effects last until the next short rest. You may choose to hear more creatures confess than your limit, but you suffer a cumulative amount of Exhaustion for each creature above your maximum. Eg: One point of Exhaustion for the first, Two for the second, Three for the third and so on. A creature may benefit from this bonus only once per Long Rest.
Level 17: The Unforgivable Sin
For so long you have held onto the scraps of sanity left from trying to keep everyone around you so pure, yet your disgusting desires can be pushed back no longer. When you reach 17th level you gain the following:
- All-Engulfing Hunger. As an action you may unleash your pent up desires in a physical manner that destroys and degrades all around you, you spread an aura around 20-ft of you, taking the image of an unholy whirlpool of blood or any other gruesome description of your choice. Any creature who starts or ends their turn inside this aura has their blood shift and turn inside them, lashing out and lacerating them from the inside, having them suffer 2d4 necrotic damage and 2
Bleed stacks. Other creatures who consume
Bloodfeast are immune to this. This lasts for one minute or until you are knocked Unconscious. - Weight of the Kin. When you would hit with any attack, you may add a number of d10 necrotic damage die for each cumulative 7 hit points you have missing, fuelled by the wish of finally having other filthy beings feel the same pain you’ve had to endure for so long. You may use this feature an amount of times equal to your half your Wisdom Modifier, recovering uses on a long rest.
- A Holy Man’s Breaking Point. When you would be knocked Unconscious or have your hit points reduced below 1 you may spend your reaction to instead cling onto your conscience by throwing away your raving concerns and inhibitions. You cannot regain hit points while in this state and it lasts for up to one minute or until another creature lands a Critical Hit on you or you are killed. Once per each creature’s turn you suffer one point of Exhaustion if you take more than 20 damage during their turn. While in this state, All-Engulfing Hunger is always active and deals 3d6 necrotic damage per turn instead. Additionaly, you gain one extra Action that you can use to Attack or Cast a Spell for this duration.
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