Base Class: Cleric
Not all clerics become so for the sake of piety and virtue. Not all clerics are sheltered innocents just looking to do right by the will of the surrounding cosmos. Bloodthirst clerics gain rewards for risking their lives and decimating the world order along with its denizens. Bloodthirst clerics value above all three virtues: weapon combat, spell combat, mobility. Gods of Death and War employ Bloodthirst clerics, but do so knowing they risk annihilation by the hands of their creations. These clerics are often tasked with destroying one particular being or objective. Upon the completion of their intended purpose, they are often terminated by their progenitors to avoid future confrontation.
Bloodthirst Domain Spells
| Cleric Level | Spell | Spell |
| 1st | Hunter's Mark | Sanctuary |
| 3rd | Misty Step | Scorching Ray |
| 5th | Haste | Vampiric Touch |
| 7th | Death Ward | Elemental Bane |
| 9th | Cone of Cold | Immolation |
Bonus Proficiencies
By choosing this domain at 1st level, you gain proficiency with martial weapons and heavy armor.
Vitality Via Victory
At 1st level, you can extract the life essence from any being you slay. When you reduce a creature to 0 HP, you can restore a number of hit points equal to 1d4 plus half your cleric level plus your wisdom modifier to yourself or another creature of your choice within 5 feet of you. The range of this power increases to 30 feet at 8th level and to 60 feet at 16th level.
Channel Divinity: Tormented Concentration
Upon 2nd level, your Channel Divinity manifests in a strange form of blood magic. When you cast a cleric spell that requires concentration, you can use your Channel Divinity and ignore the need for concentration on that spell. Doing so decreases your maximum HP by 1d6 minus your Constitution modifier (minimum of +2, maximum of -4) for as long as that spell is active.
Marathon of Amnesty
Starting at 6th level, your swiftness allows you to ignore your attackers. Whenever you take the Dash action on your turn, all opportunity attacks made against you have disadvantage. If you or any ally you can see are hit by an opportunity attack, you can use your reaction to reduce its damage by 1d6 plus your Constitution modifier.
Extra Attack
Beginning at 8th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Starting at 14th level, you can forgo an attack in this action and cast a spell instead.
Channel Divinity: Annihilation
At 17th level, shedding your blood lets you annihilate any who would stand in your way. By sacrificing an amount of health equal to twice your cleric level minus your Wisdom modifier as a bonus action, the next cleric spell you cast automatically deals maximum damage. The damage you take cannot be healed until a minute has passed since you last used this Channel Divinity option.
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