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Master of Bleeding

Blood Domain Also starting at 1st level, your spells draw the blood from
The Blood domain centers around the understanding of the inflicted wounds. Whenever you use a spell of 1st level or
natural life force within one’s own physical body. The power higher to inflict poison or necrotic damage to a creature, the
of blood is the power of sacrifice, the balance of life and creature suffer additional damage equal to 2 + the spell’s
death, and the spirit’s anchor within the mortal shell. Clerics level. You can't use this feature on an undead or a construct.
of blood seek to tap into the connection between body and
soul through divine means, exploit the hidden reserves of will Channel Divinity: Sanguine Bond
within one’s own vitality, and even manipulate or corrupt the Starting at 2th level, you can use your Channel Divinity to
body of others through these secret rites of crimson. focus on a sample of blood and create a bond with the
creature that blood came from.
Blood Domain Features As an action, you can focus on the blood of a creature to
Cleric Level Feature create a bond with it. You sense the direction to the creature's
1st Domain Spells, Bonus Proficiency,
location, as long as its within 1 mile of you. If the creature is
Master of Bleeding in motion, you know the direction of its movement. You also
know the creature’s size and general state of health. The
2nd Channel Divinity: Sanguine Bond bond lasts for 1 hour or until your concentration ends (as if
6th Channel Divinity: Blood Slave you were concentrating on a spell).
8th Divine Strike (1d8)
Additionally, as an action, you can attempt to take over the
creature’s senses. The target can make a Constitution saving
14th Divine Strike (2d8) throw against your spell save DC. If the creature succeeds on
17th Vascular Corruption Aura the saving throw, the connection is resisted, ending the bond.
If the creature fails its save, you can see through the
creature's eyes and hear what it hears until the start of your
Domain Spells next turn, gaining the benefits of any special senses that the
You gain domain spells at the cleric levels listed in the Blood creature has. During this time, you are deaf and blind with
Domain Spells table. See the Divine Domain class feature for regard to your own senses.
how domain spells work.
Blood Domain Spells Channel Divinity: Blood Slave
Cleric Level Spells Starting at 6nd level, you can use your Channel Divinity to
briefly control the body of a creature.
1st Ray of Sickness, Sleep As an action, choose one creature that you can see within
3rd Hold Person, Ray of Enfeeblement 60 feet of you. That creature must make a Constitution
5th Haste, Slow
saving throw against your spell save DC. If the creature
succeeds on the saving throw, you can't use this feature on it
7th Blight, Stoneskin again until you finish a long rest. If the creature fails its save,
9th Cloudkill, Hold Monster until the end of your next turn, it takes only the actions you
choose, and can move up to half of its movement in any
direction of your choice. During this time you can also cause
Bonus Proficiency the creature to use a reaction, but this requires you to use
When you choose this domain at 1st level, you gain your own reaction as well. Dead or unconscious creatures
proficiency with martial weapons. automatically fail their saving throw. You can't use this
feature on an undead or a construct.
Divine Strike
At 8th level, once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to
deal an extra 1d8 necrotic damage to the target. When you
reach 14th level, the extra damage increases to 2d8.
Vascular Corruption Aura
At 17th level, you add circle of death to your list of domain
spells.
In addition, you can cast circle of death with this feature
without expending a spell slot or requiring material
components. Once you use this feature, you can't use it again
until you finish a long rest.

CLASSES | CLERIC 1

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