Cleric Domain
Blood Domain Spells
Cleric Level | Spells |
---|---|
1st | Inflict Wounds, False Life |
3rd | Augury, Hold Person |
5th | Life Transference, Vampiric Touch |
7th | Divination, Summon Greater Demon |
9th | Enervation, Infernal Calling |
Ritual Dagger
When you join this domain at 1st level, you learn how to use Daggers as a spell focus. When you use a magical dagger as a focus, you can add its +1,+2 or +3 bonus to your spell attacks, and when you make melee attacks with a dagger, you can choose that it deals necrotic damage instead of piercing damage.
Bloodletting
Beginning at 1st level, whenever you deal necrotic damage to a creature, you can choose to inflict 1d8 necrotic damage to yourself. If you do so, your target also takes that extra damage.
When you reach 6th level in this class, the necrotic damage inflicted to both you and your target increases to 2d8.
Art Credit : Wizards of the Coast
Forbidden Ritual
Starting at 1st level, you can take 10 minutes to perform a forbidden ritual. You must use a dagger and make an offering to the blood god. For this, and as part of this ritual, you draw ancient runes with your blood around and on a creature of your choice. If the creature doesn't move for the full 10 minutes of the ritual, it dies and you can cast a spell of your choice from the cleric spell list without expending a spell slot.
The spell must be of a level that depends on the size of the sacrificed creature, and can't be of a level higher than the highest level spell you have prepared this day :
- tiny = 1st level,
- small = 2nd level or lower,
- medium = 3rd level or lower,
- large = 4th level or lower,
- huge or bigger = 5th level or lower.
If the spell require a costly material component, its price is decreased by 100 times the sacrificed creature's CR.
Once you have used this feature, you must finish a long rest before you can use it again.
Channel Divinity : Sacrifice
Starting at 2nd level, you can use your Channel Divinity as a bonus action to ask all creatures nearby for a sacrifice. Each humanoid within 20 ft. that accept loses an amount of hit points equal to their level (or CR, minimum 1) and gets its hit points maximum decreased by that same amount until they finish a long rest.
A same creature can get its hit points maximum reduces multiple times with this feature if it does more than one sacrifice before it takes a long rest.
If the next spell you cast requires a saving throw, its DC is increased by a number equal to the number of creatures that made a sacrifice.
If your spell allows its targets to roll new saving throws on the following turns, the DC is also increased for all this rolls too.
Hemophobia
Starting at 6th level, when you use your Bloodletting feature, each enemy within 10ft. of your target must make a wisdom saving throw against your spell casting DC or be frighten of you until the start of your next turn.
A creature that succeeds this saving throw becomes immune to this effect and can't be frighten again by this feature for the next 24 hours.
Potent Spellcasting
Beginning at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Fresh Blood for the Blood God
Starting at 17th level, as an action you can call for the blood of your enemies. When you do so, each enemy within 30ft. must make a constitution saving throw against your spell casting DC, taking 10d8 necrotic damage on a fail, or half as much on a success as you siphon the blood out of its body. You regain a number of hit points equal to the damage you dealt with this feature.
Once you have used this feature, you must finish a long rest before you can use it again.
Homebrew lovingly made by LeRoiDeCarreau
A big THANK YOU to my patreons.
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The Early Birds :
- VIV_ID
- Ryan Magee
- Ren Carlisle
- LeoHere
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