Cleric
Base Class: Cleric

The Blood domain centers around the understanding of the natural life force within one’s own physical body. Blood is after all, a measure of vitality that all living beings possess. Clerics of the blood domain seek to tap into the connection between body and soul through divine means, exploit the hidden reserves of will within one’s own vitality in both negative and positive ways, perhaps even manipulating or corrupting the body of others through their secret rites of crimson and scarlet.

Level 3: Channel Divinity: Blood Doll

Starting at 3rd level, you can use your Channel Divinity to briefly control a living creature’s actions against their will. As an action, you target a Large or smaller creature that has blood within 30 feet of you. That creature makes a Constitution saving throw against your spell save DC. On a failure, the creature takes necrotic damage equal to your proficiency bonus plus your cleric level, and immediately moves up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. On a success, they take half the necrotic damage. Dead or unconscious creatures automatically fail their saving throw.

An animated corpse or an unconscious creature takes its turn immediately after yours, but can't move and make an attack unless you command it to do so (no action required). Its game statistics are the same as when it was alive or conscious. An affected living creature makes a new saving throw at the end of each of its turns, ending the effect on itself on a success. For any target, your control lasts for 1 minute or until your concentration is broken (as if concentrating on a spell).

At 17th level, you can use this feature to target a Huge or smaller creature or corpse.

Level 3: Blood Domain Spells

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

Note: The spells marked with an asterisk(*) need to be added manually via Avrae.

Blood Domain Spells
Cleric Level Prepared Spells
3 Gift*, Ray of Sickness, Blood Sacrifice*
5 Crimson Harvest*, Sanguine Secrets*
7 Aura of Life, Blood Worm*
9 Danse Macabre*, Field of Reaping*

Level 6: Bloodborne

Your magical affinity in sangromany helps you specialize into techniques known as 'Blood Arts'.

Starting at level 6, you may perform a 1 hour ritual to hone your body to be a perfect vessel, and in turn, gain one of the following benefits given below:

Crimson Vanguard - You may bond with a set of medium or heavy armor, transmuting the materials of the armor into blood, removing the strength requirements for wearing the armor. Additionally, as a bonus action, you may expend a use of your Channel Divinity to form a bond of scarlet with an ally creature that you can see within 30ft of you, as if casting the spell Warding Bond on them. The bond does not need to be concentrated on, and lasts for a duration of 1 minute.

At level 12, you remove penalty to Dexterity(Stealth) checks from your bonded armor of blood.

Scarlet Armament - You gain the ability to form an arsenal of weapons using blood. Upon using a bonus action and expending a use of your Channel Divinity, you may summon a blood weapon that only you are proficient with for a duration of 10 minutes. This Blood Weapon uses your spell attack modifier for your attack & damage rolls with it, and may take the form of any martial or simple melee weapon that you desire. You may cause the weapon to deal necrotic damage or its normal damage type when attacking with the weapon.

At level 12, you may take an extra attack when taking the Attack action with your Blood Weapon.

Level 17: Aura of Scarlet & Crimson

At 17th level, as an action, you can emit a powerful emanation that extends 15 feet out from you. This emanation pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed. Whereas allies feel rejuvenated once inside this emanation.

For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer necrotic damage equal to 3d6 and an ally of your choice within the aura heals for the amount of necrotic damage dealt by the aura.. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).

Once you use this feature, you can’t use it again until you finish a Long Rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/21/2025 3:39:07 PM
7
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes