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Blood Domain

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67 views2 pages

Blood Domain

Copyright
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Blood Domain

The Blood Domain centers around the understanding of the natural life force as it exists within
the body, and the divine conduit it can become. Those who take up this domain understand that

Cleric
the power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor
within the mortal shell.
Gods who grant the power of the Blood Domain, including the Ruiner and the Matron of Ravens,
direct their followers to tap into the connection between body and soul, exploit the hidden
reserves of will within one’s own vitality, and corrupt the bodies of others through the secret rites
of hemocraft. Clerics of good gods use hemocraft to fill their self-sacrifice with purpose and
power, while clerics with fewer morals use the blood of others to achieve their own malevolent
ends
Blood Domain Spells
Cleric Level Spells
3rd inflict wounds, ray of sickness
hold person, ray of enfeeblement
5th bestow curse, vampiric touch
7th blight, dominate beast
9th dominate person, hold monster

HOLY ORDER BONUS


When you choose this domain at 3rd level.
Protector Cleric. You gain proficiency in heavy armor
and martial weapons. In addition, you gain proficiency
with one Exotic weapon that deal either slashing or
piercing damage.
Thaumaturge Cleric you gain Chill Touch cantrip an
counts as cleric spell for you.
Scholar Cleric gain proficiency in Insight or Medicine
Skill (You choice).

BLOODLETTING FOCUS
Starting at 3rd level, your divine magic draws the blood
from magically inflicted wounds, worsening the agony of
your foes. When you cast a damage-dealing spell of 1st
You look like someone who's
level or higher whose duration is instantaneous, any got a lot going on beneath
creature with blood that takes damage from the spell the surface.
takes extra necrotic damage equal to 2 + the spell’s level.

CHANNEL DIVINITY: BLOOD CURSE


Starting at 3rd level, as an action, you can grasp your holy symbol and force a target within 60 feet to
make a Constitution saving throw, so long as it has blood in its veins. On a failure, it is restrained for 1
minute as its blood congeals in its body.
A restrained creature can repeat this saving throw at the end of each of its turns, ending the effect on a
success.
SANGUINE RECALL
At 6th level, you can sacrifice a portion of your own vitality to recover expended spell slots as an action.

Cleric
The spell slots can have a combined level equal to or less than half your cleric level (rounded up), and
none of the slots can be 6th level or higher. You take 1d8 necrotic damage for each spell slot level
recovered, which can’t be reduced in any way. You can’t use this feature again until you finish a long
rest.
For example, if you’re an 8th-level cleric, you can recover up to four levels of spell slots—a single 4th-
level slot, two 2nd-level slots, a 3rd-level slot and a 1st-level slot, or four 1st-level slots. You then take
4d8 necrotic damage.
CHANNEL DIVINITY: BLOOD PUPPET
Starting at 6th level, you can use your Channel Divinity to briefly control a creature’s actions— whether
that creature is living or dead. As an action, you target a Large or smaller creature or corpse within 60
feet of you that has blood. A creature you target must succeed on a Wisdom saving throw against your
spell save DC or become charmed by you. An unconscious creature automatically fails its saving throw,
and isn’t incapacitated while you control its actions. A corpse targeted by this effect gains a semblance
of life that you control.
On the affected creature or animated corpse’s turn, you can command it (no action required) to move
up to half its speed and use its action to do one of the following:
• Interact with an object
• Make a single attack
• Do nothing
An animated corpse or an unconscious creature takes its turn immediately after yours, but can’t move
or take actions unless you command it to do so. Its statistics are the same as when it was alive or
conscious.
An affected living creature makes a new saving throw at the end of each of its turns, ending the effect
on itself on a success. For any target, your control lasts for 1 minute or until your concentration is
broken (as if concentrating on a spell).
At 17th level, you can use this feature to target a Huge or smaller creature or corpse.

CLERICAL CANON
Starting at 7th level, You gain a specific feature determined by your Holy Order.
-Protector Cleric you gain Divine Strike, deals Necrotic damage.
-Scholar Cleric you gain Divine Knowledge.
-Thaumaturge Cleric you gain Potent Spellcasting.

VAMPIRIC MASTERY
Starting at 17th level, you can draw power from death. When you kill a creature with a necromancy spell
of 2nd-level or higher, you can use your reaction to regain one of your expended spell slots.
The spell slot you recover must be at least one level lower than the spell you cast to kill the creature.

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