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Blood Domain

Blood Domain Spells
Cleric Level Spells
1st Bloodburn, Cruorwhip
3rd Blood Seal, Sanguine Rope
5th Bloodsight, Tides of Blood
7th draining thread †, sanguine sanctum †
9th bloodcurse †, dominate person .

Bonus Cantrip

When you choose this domain at 1st level, you gain the Bloodletting cantrip if you don’t already know it.  

Wrath of the Blood God

Also at 1st level, you can cause the blood of your enemies to lash out at surrounding creatures, draining the life from them. When a hostile creature you can see within 30 feet of you is reduced to 0 hit points or subjected to a critical hit, you can use your reaction to unleash a burst of necrotic energy from its wounds. Constructs, elementals, and undead are invalid targets. Each creature of your choice within 10 feet of the target, which can include the target, must make a Dexterity saving throw. A creature takes 2d4 necrotic damage on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Drain Spirits

Starting at 2nd level, you can use your Channel Divinity to sap the life of nearby creatures, using their vitality to heal a portion of your wounds. As an action, you present your holy symbol, and each creature of your choice within 30 feet of you must make a Constitution saving throw. A creature takes necrotic damage equal to 1d8 + half your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. You regain hit points equal to the damage dealt, up to a maximum of three times your cleric level.  

Sacrificial Healer

Starting at 6th level, you can augment your healing spells through sacrifice. When you cast a spell of 1st level or higher that restores hit points, you can choose one creature within 15 feet of you that the spell affected. You spend a number of your hit points, and that creature regains additional hit points equal to the amount you spent, plus temporary hit points equal to half that amount. The temporary hit points last until the start of your next turn. The number of hit points you spend can’t exceed the amount of hit points restored to the target by the triggering spell.  

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.  

Eternal Bloodshed

Beginning at 17th level, the dark magic you cast can cause deep, gushing wounds to appear on the body of an affected creature. When you cast a spell of 1st level or higher that deals necrotic damage or has the hemomancy tag, you can force one creature that took damage from the spell to make a Constitution saving throw against your spell save DC. On a failed save, the creature is wounded for 1 minute. The wound ends early if the creature receives magical healing, uses their action to staunch the wound, or if you use this feature again. While the wound lasts, the wounded creature takes 1d10 necrotic damage at the start of each of its turns, and it has disadvantage on saving throws against any spell that deals necrotic damage or has the hemomancy tag.

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