Cleric
Base Class: Cleric

The Bloodrite Domain is focused around letting the blood be free from its mortal coil. The deities that surround this domain involve either Anubis, Bhaal or Pyremius. These dark gods of murder and blood taught you the true way for a person to see the divine gates and enter a world of purity. This domain will stop at nothing to make sure every living creature gets a chance to have the blood ripped from flesh.

The true test of a Bloodrite is to understand the balance between the right time for someone to see the gates and the time that a creature has to endure its suffering on this world. Either way, the judgement will be made swift.

"The new temple is my body, the blood is the worshippers."

Bonus Proficiencies

When the cleric chooses this domain at 1st level, he or she gains proficiency with both heavy armor and martial weapons.

Domain Spells

Bloodrite Domain Spells

Blood Rend

At 1st level, as a bonus action you can tear the blood from a creature that you have melee attacked with your action and make it flow to either you or a friendly creature within 10ft of the target, healing for 1d6.

You can use this feature the amount of times equal to your proficiency bonus.

Channel Divinity: Sanguine Rite

Starting at 2nd level, the cleric can use Channel Divinity to make another creature bleed from its wounds at an abnormal rate.

When a melee attack lands on a creature you cause it to bleed no matter which damage type you use. The creature takes 1d6 necrotic or radiant, your choice, damage at the beginning of each of it's turns and must make a Constitution (DC 15) saving throw as it's action to end the effect.

Lifeblood

Starting at 6th level, the cleric can rip the blood from a creature to heal.

If you cast a healing spell on an enemy, roll the die as normal. The spell now deals the amount rolled as necrotic damage and you can target a creature within 10ft of the target to receive half the amount rolled as healing.

You can select multiple targets if the healing spell allows you to, but the friendly creature must still be within 10ft to receive health.

Divine Strike

At 8th level, the cleric gains the ability to infuse his or her body with the power of their enemies blood. Once per each of your turns you can gain advantage on a melee weapon attack as long as the target is already missing health.

Blood Weaver

Starting at 17th level, the cleric can weave the blood from another creature to heal an amount of other creatures, equal to the cleric's proficiency bonus, within 20ft. 

You can touch a willing creature (including yourself) and use its health points to heal others. The willing creature determines the amount of health it is willing to sacrifice to the other creatures and how much those other creatures within 20ft of itself gets. 

You cant use this ability again until you finish a long rest.

Bloodrite Domain Image

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