Cleric
Base Class: Cleric

A person's lifeblood is potentially their most valuable asset - if they lose too much of it, they could die - when they're close to death, more blood can help. In a world full of adventurers, the replenishment of blood and the removal of blood from other people's bodies is a key aspect of their life, but what of those whose ties to death and life can be assisted by studying and utilising blood as foci for their spells and abilities. 

Blood Clerics rely on manipulation of blood to empower or re-envisage their spells from that of normal clerics, providing more utility than a standard cleric with the drawback of requiring blood to perform their abilities. Any appropriate deity may be worshiped by a blood cleric - but those who are followers of *INSERT BLOOD CLERICS HERE* are less likely to be shunned by their colleagues. 

Often viewed with fascination, sometimes with aberration, blood clerics are notable from their attachment to containers of blood. A blood cleric may take blood in vials and hold them in their leather case - ready to call upon the song of blood when needed, some may keep blood in whatever containers they have handy - tankards and jugs and old potion bottles and some may choose to tattoo the necessary blood upon their own body - an ever present access to their source of power for the price of cosmetic appearance. 

In either case, blood clerics are all about empowering their abilities and their allies - providing support and also being a formidable force on the battlefield - only a few drops of blood is required to activate some potent abilities - to control, to find, to heal and to kill. 

Bonus Proficiency

When you choose this domain at 1st level, you gain expertise with medicine. 

Sanguine Study

Whether bestowed by your God, or your own personal study - you have become incredibly familiar with blood and it's normal uses, as well as others which are now open to you due to your connection with your deity. You can now magically extract and seal blood into appropriate vessels - vials or bottles, or some other appropriate sealable vessel. This mechanism involves the voluntary removal of blood from a living being, storing it in the vessel and sealing it with magic in a way which only you can open. These vessels maintain their usual durability and so it should be taken care not to damage them. 

Starting at level 1, you gain the ability to extract and store the blood essence from a number of individuals equal to half of your Cleric Level (rounded up) + your Wisdom Modifier (minimum of 1). During a long rest, you can magically enchant up to 5 vessels to be ready and available to store blood.

Over the course of an hour, you can remove blood essence from 1 willing creature or an unconscious or dead body. This blood essence must be kept in appropriate vessels as described above, and kept on your physical person at all times. 

Your connection to blood allows you to channel spells through blood. If any spell has a range of touch and you have a vessel containing blood from your intended target and can see that target, you can cast the spell through the blood to affect the creature instead of touching them.

Additionally, you can use a vessel of blood as a spellcasting focus for your cleric spells. 

Spells Bestowed

Blood Domain Spells:

1st level - Inflict Wounds, Ray of Sickness

3rd level - Augury, Warding Bond

5th level - Life Transference, Protection from Energy

7th level - Divination, Locate Creature

9th level - Greater Restoration, Contagion

Channel Divinity: Essence Exsanguination

Starting at 2nd level, you can use your Channel Divinity to aid those whose blood you have stored.

As an action, you present your holy symbol or vessel of blood and provide a measure of support to those whose blood you have stored by expending the essence held within. When you use this action, choose one of the below options to enact:

  • You can expend the stored essence of one or more of the creatures that you can see within 120ft (including yourself) to grant each one advantage on the next saving throw they make within the next minute as their blood pumps quicker suddenly. Once you expend the essence of a creature, the blood stored for that creature disappears.
  • You can expand the essence of one creature you can see within 60ft who is unconscious to return that essence back to them. That creature immediately regains 1 hit point and revives. Once you expend the essence of a creature, the liquid stored for that creature disappears. 

Bloody Invigoration

Beginning at 6th level, the healing spells become invigorated because of your proximity to your vessels. When you cast a spell of 1st level or higher that restores HP to a creature, they gain a bonus to that healing equal to the number of vessels of blood you currently have attuned to you. This can happen a number of times equal to your proficiency bonus and you regain all uses when you finish a short or long rest. 

Essence Empowerment

At 8th level, you gain the ability to boost your healing and damage spells by expending essence. When you cast a spell which inflicts damage or healing, you can expend one of your vessels filled with essence to increase that damage or healing by one dice (e.g. 1d4 becomes 2d4). You can do this a number of times equal to your proficiency bonus and regain all uses after you finish a long rest. At 14th level, this bonus becomes two dice (you still only expend one vessel). 

Supreme Form

Starting at 17th level, as an action, you can boost yourself by expending a number of essence-filled vessels up to your proficiency bonus. You gain the below benefits where X is the number of vessels expended:

  • Your AC increases by +X.
  • Your healing spells and damage spells gain a bonus equal to X.
  • If a creature you can see within 60ft makes a saving throw, you can use your reaction to give them a bonus equal to X before they roll.
  • As a bonus action, you can teleport to one creature within 120ft whose blood has not been expended. 

This transformation lasts for one minute. Once the transformation is finished, you immediately gain 1 level of exhaustion. Once this ability has been used, it cannot be used until you finish your next long rest. 

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