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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