Base Class: Cleric
A Blood Cleric, like most Cleric, focus their divine magic into protection and healing for themselves and the one's they travel with. But with the exception that they can use their own life force to boost the spells they cast. And with enough of a sacrifice, they can even cast a spell with no spell slots left. This class has a give and take setup to it for when you feel you need a little extra to get out of a haring situation. At a cost of course.
Redirect flow
Starting at 1st level you may draw your own blood to amplify you're physical damage of healing ability. When used with damage you take 1d4 to add 1d4 necrotic damage to your weapon hits for your next four turns. Used to buff healing you may add this spell to a healing spell. When doing so you take 1d6 to add 1d6. Bonus action
Channel Divinity: Blood transfusion
Starting at level 2, when in range of a friendly target. You may use your reaction to absorb and channel part of the damage back to the attacking creature using a d6. That damage is redirected from the friendly target to the attacking creature. May be used on self. Also you may use redirect flow boost the damage returned but will still suffer the damage from redirect flow.
Syphon Ailment
Starting at 6th level, you can control the very toxins within a creatures blood stream. You may use this ability to remove one negative non magical affect on a target ceature. One action.
Bestow Crimson
Starting at 8th level, Once per day the cleric can share its life force with their allies. You take 1d6 damage to increase the max hit points of all party members, excluding you, within 30 feet by 1d8 until their next short or long rest. You may add one extra die per 5 levels in cleric but must add that number of die to damage received. For one hour after casting you may not receive and healing from any effect. 10 minute cast.
Blood Sacrifice
At level 17, you give every ounce of your being to restore your allies. After casting the spell you heal all allies within 60 feet by your maximum hit points. After casting this spell you must make a d 20 10 dc roll. A 1-10 you fall unconscious to 0 hit points, 11-20 you drop to one hit point. You may also cast true sacrifice in its place. Doing so fully heals all allies within 60 feet of you. After casting this spell you must make a d 20 10 dc roll. A 1-10 you die and fail all death saving throws. A 11-20 will cause you to fall unconscious to 0 hit points.
Previous Versions
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