Blood Domain (Cleric subclass)

Blood Domain
Blood clerics are not commonly found in Edra and, due to their magical tendencies manipulating life energy close to the necromantical spectrum, tend to be reviled by more commonplace orders and religions. They are most commonly found among the various barbarian tribes that inhabit the areas surrounding the Dragonspine mountains. Outside of these tribes, the enigmatic orders of various Blood Hunters are perhaps the most known for having them in their ranks.

The Blood Domain centers around the understanding of the natural life force within one’s own physical body. The power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell. The Gods of Blood seek to tap into the connection between body and soul through divine means, exploit the hidden reserves of will within one’s own vitality, and even manipulate or corrupt the body of others through these secret rites of crimson. Almost any neutral or evil deity can claim some influence over the secrets of blood magic and this domain, while the gods who watch from more moral realms shun its use beyond extenuating circumstance.

Note: ''This class was made by Matthew Mercer as part of the Tal'Dorei campaign setting. It is considered "homebrew" and therefore may be subject to changes.''

Blood Domain Spells

When you take this domain at first level, you gain the following spells to your class list. . Bloodletting Focus

From first level, your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to inflict damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level.

Channel Divinity: Blood Puppet

Starting at 2nd level, you can use your Channel Divinity to briefly control a creature’s actions against their will. As an action, you target a large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature.

Channel Divinity: Crimson Bond

Starting at 6th level, you can use your Channel Divinity to form a bond with a creature, to gain information about them and their current circumstances. Using your action, you focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago. You then learn the creature's approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain this effect as though you were concentrating on a spell for up to 1 hour.

During your bond, you can spend another action to attempt to connect with the bonded creature’s senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. The creature may or may not be aware of your attempt at forming this bond, based on the DM's discretion, or the nature or challenge rating of the creature involved. Upon a failed saving throw, you can choose to either see through the eyes of or hear through the ears of the target for a number of rounds equal to your Wisdom modifier (minimum 1). During this time you are blind or deaf (respectively) with regard to your own senses. Once this connection ends, the Crimson Bond is lost.

Examples of health states: untouched (100%), injured (99-50%), heavily wounded (49-1%), dead.

Sanguine Recall

At 8th level, you can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be of 6th level or higher. You immediately suffer 1d6 damage per spell slot level recovered. For example, if you’re an 8th-level cleric, you can recover up to four levels of spell slots. You can recover a single 4th-level spell slot, two 2nd-level spell slots, a 3rd-level spell slot and a 1st-level spell slot, or four 1st-level spell slots, and you would then suffer 4d6 necrotic damage. You can’t use this feature again until you finish a long rest.

Aura Of Corruption

At 17th level, you can emit a powerful aura as an action that extends 30 feet out from you that pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed. For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up). Once you use this feature, you can’t use it again until you finish a long rest.

__NOINDEX__ __NONEWSECTIONLINK__