Cleric: Blood domain

by Lucifer1389

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Cleric:

Blood Domain

Blood Priests are the Clerics that harness and revel in the power of blood. They learn to channel and sacrifice their own blood to their god to borrow their power. Blood gods include gods of war such as Bane, Tempus, and Baphomet and Evil deities such as Shar and Velsharoon.

Cleric Level Spells
1st hex, wrathful smite
3rd alter self, shadow blade
5th revivify, vampiric touch
7th polymorph, stoneskin
9th danse macabre, dominate person

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Sanguine Initiate

At 1st level, you learn the Sanguine blade and Crimson armor cantrips. For you, these cantrips count as cleric cantrips.


In addition, you can use your own blood to enhance your magic. When you cast a cleric spell, you can choose to expend hit points equal to the level of the spell. A spell cast in this way cannot be counterspelled or dispelled.

Channel Divinity: Blood siphon

At 2nd level, you can siphon the blood out of nearby creatures to bolster yourself.


As an action, you can force each hostile creature within 15 feet of you to make a Constitution saving throw, dealing necrotic damage equal to 1d8 + your cleric level on a failed saving throw, and half as much damage on a successful one. In addition, You gain temporary hit points equal to the total necrotic damage dealt.

Blood mastery

At 6th level, your deity's influence has imbued your blood with immense power.


Choose one cantrip and three spells from the sorcerer spell list, one from each of the following levels: 1st, 2nd, and 3rd. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Sanguine Sacrifice

At 17th level, you perfect the art of sacrificing your enemies to your god. As a reaction to when a hostile creature within 5ft of you drops to 0 hit points, you can immediately cast a spell, expending a spell slot as normal. The spell must be one with a casting time of an action or bonus action.

Sanguine blade

Necromancy cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: V, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and necromantic energy wracks the creature, draining their abilities until the beginning of your next turn. If the target uses its action to take anything except the attack, dash, disengage or dodge action before then, the target takes 1d8 necrotic damage, and the spell ends.


This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target on a hit, and the damage the target takes for the action increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Crimson Armor

Necromancy cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a drop of blood)
  • Duration: 1 minute

You coat yourself with a protective layer of blood. For the duration, you can use your spellcasting ability instead of Strength or Dexterity for calculating AC and qualifying for armor prerequisites.

 

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