Cleric
Base Class: Cleric

The Bloodledding domain focusses on the gradual destruction of its wielder. Through pain you gain power, through self sacrifice you gain redemption, and through self suffering you gain the power to help others and to put down those who appose you. Ones who follow this domain know well of it's risks but still, many fall to its destructive power. Many times gods force this domain onto their disciples that they think are too arrogant and too reliant on the power of their own power. The two popular dieties that ones of this domain follow are Ilmater (G) and Loviatar(E) .

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with Medicine and one Martial Weapon of your choice.

Sacrificial Radiance

At 1st Level, when casting a cleric spell of 1st level or higher, you can, as a bonus action, increase the damage die of the spell by one. To do so you must take the damage of the added dice in necrotic damage, this damage cannot be prevented in any way. You can use this ability a total of times equal to your spellcasting modifier (minimum of once).

In addition, while below 25% of your total health, you gain +1 to all saving throws. This increases to +2 at 6th level, +3 at 8th, and +4 at 17th.

Channel Divinity : Masochistic Protector

If a creature you see within 20 feet is hit with an attack, you can use your reaction to suffer the blow instead, Magically swapping places with the creature. If you fall below 0 HP due to the attack, you make a constitution saving throw DC 15 or Half of the total damage to be brought back to one HP. You may also use this ability on yourself to attempt to shrug of a fatal blow, not teleporting. However, every time after you succeed on your first saving throw, there is a cumulative 25% chance that if you fail another constitution saving throw through this ability, you die instantaneously. You can use this ability a number of times equal to half your level rounded down.

Hightened Vitality

At 6th level your body becomes more accustomed the pain and suffering you force it through. While at less than 3/4s of your total HP you gain advantage saving throws from Necromancy Spells and affects that deal necrotic damage. 

Channel Divinity - Coagulated Suffering

You gain the ability to use your blood not as a measure of how much more you can take but as an extension of your wrath. As an action your blood hardens and is shot out from you in a 20-foot radius each creature must make a Dexterity saving throw or take the piercing damage equal to the amount of Hit dice you spend. in addition you must make a DC 15 or half of the total damage (Whichever is higher) taking the damage on a failed save or half as much on a success. 

For example, a level 9 bloodletting cleric expends 6 of their 9 hit dice and deals 6d8 to all those around them. Dealing 27 damage, they fail their DC 15 saving throw taking the damage as well. 

Death rattle

At 17th level you straddle the line of life and death as if it is second nature, teasing the afterlife. While at one Hit point, you can use a bonus action to enter a mode of true balance between life and death called Death Rattle for 10 minutes.  Your movement speed increases by 20 feet, your AC increase by 2 and you can coat your weapons in your own blood, dealing an additional 3d6 necrotic damage on every hit. In addition once per entering Death Rattle you can cast the Deathward spell without expending a spell slot. You can use this ability a number of times equal to your constitution modifier (minimum of one time) Death Rattle ends if you are knocked unconscious or you gain hp. upon exiting Death rattle your body suffers the toll, you suffer 1 point of exhaustion.

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