Cleric
Base Class: Cleric

Blood. It is a power evey living creature has and carries within them, yet very few are able to harness it to its full potential. There are those that do it through arcane means but the real sooth sayers of this power, come from the divine heralds of the Blood Gods.

Bonus Proficiency

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

Furthermore, at level two you also gain a Fighting Style from the list below:

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that melee range, unless the creature successfully hides from you

Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (To a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Throw Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage.

Blood for the Blood Gods.

Whenever you choose this domain at level 1, you can use a Bonus Action to conjure a weapon made out of blood. The conjured weapon has the same properties the weapon would normally have. If it requires ammo you conjure the weapon with 10 of the appropriate ammo needed and can spend further Bonus Actions to conjure more blood ammunition or you can perform a 1 hour long ritual to bond yourself with a weapon that already exists, you can only be bonded to one weapon at a time. Neither a bonded weapon or a conjured weapon can be disarmed from you unless you are incapacitated.

Moreover at level 6 the damage of your conjured and bonded weapons becomes magical to overcome resistances if they are not magical already.

Channel Divinity: Control the Pain.

Starting at 2nd level you can control the pain of another creature to enhance it to an agonizing degree.

As a reaction, when a creature that isn’t an undead or construct within 30ft of you is hit with a weapon attack by your conjured or bonded weapon, you can cause the damage to be unbearable. The creature must succeed a constitution saving throw against your spell save DC or be stunned until the end of their next turn.

Blood Magic

Beginning at 6th level, when you deal damage to a creature that isn’t an undead or construct with a weapon conjured from blood or a weapon you are bonded with, you can twist their blood. The next saving throw that creature has to make is made at disadvantage.

You can do this a number of times equal to your wisdom modifier. (Minimum of once) You regain all expended uses after a long rest.

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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Bloodrite

Starting at 17th level, your heightened senses allow you to control the blood of any creature you hit that isn’t an undead or construct with a weapon either conjured from blood or one you are bonded with. Whenever you hit such a creature with a weapon attack conjured from your blood you can choose to activate your bloodright and cause the creature to lose any damage resistances they may have. This lasts for a minute or until you stop concentrating on it, as if you were concentrating on a spell.

This ability can be used once per Long Rest.

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