Cleric
Base Class: Cleric

Blood gods are often dark, malicious gods cherished by those who creep in the shadows and feed off the life force of the living. Vampires, ghouls, and even many demons and devils give respect (and fear) to the blood gods. There are other blood gods who are worshipped by the mortal weapons of war. Whatever your connection to your god is, you must always respect two things: if a creature has blood it can be controlled, and if you cannot spill blood in combat, you have failed your god.

Channel Divinity: Blood Sight

Starting at 2nd level, you can use your Channel Divinity to drain the blood from a living creature then use its blood to gain power over it.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8

Sanguinarian

Starting at 6th level, your blood is inured against effects that would normally hard you. You gain the following special abilities: You gain resistance to poison and necrotic damage. You have advantage on saving throws against becoming poisoned. You are immune to disease

Blood Born

At 17th level, your connection to the life essence of all things becomes more powerful: You gain immunity to poison and necrotic damage. If you have less than half your hit points remaining and you hit a creature with a weapon attack, you regain a number of hit points equal to the necrotic damage you dealt from your Divine Strike feature.

Blood Born Heal

If you have less than half your hit points remaining and you hit a creature with a weapon attack, you regain a number of hit points equal to the necrotic damage you dealt from your Divine Strike feature

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.

Blood Domain Image