Blood Domain

The Gods of blood draw their power from the literal life force of their underlings. They require blood sacrifices, less you wish their vengeful eyes and servants to descend upon you.

Blood domain clerics can utilize the life forces innate in the blood of their enemies, their allies or even themselves. Great sacrifices become even greater boons for the followers of a blood God. As they have power over the blood within living creatures, Blood Clerics also recieve power in controlling certain aspects of life, such as Disease. Many Vampires and Vampire Spawn belong to the cults that follow the Blood Gods and may find respect or empathy with Blood Clerics.

Blood Domain Spells

Cleric Level Spell 1st Bane, Ray of Sickness 3rd Hold Person, Ray of Enfeeblement 5th Feign Death, Vampiric Touch 7th Blight, Polymorph 9th Antilife Shell, Contagion

Spiller of Blood

At 1st level you gain proficiency in martial weapons.

Sanguine Inheiritance

Starting when you select this Domain at 1st level, you gain the ability to sense the impurities in the blood of other creatures. You can cast Detect Poison and Disease without the material components.

Channel Divinity: Blood of My Blood

Starting at 2nd level, you can use your Channel Divinity to heal your allies at the cost of your own life. You use either an open wound or make a new one on yourself and feed creatures your own blood.

As an action, you can remove up to half of your hitpoints and distribute it to your targets however you wish. The target must succeed on a Constitution Saving throw whose DC is equal to half the hit points regained or become poisoned with no hit point gain.

Unholy Regeneration

At 6th level, whenever you touch the blood of a recently deceased creature, you absorb the life esscense into your own bloodstream. You regain hit points equal to your Spell Attack modifier. This does not work on creatures that do not have blood or whose corpses have gone cold (i.e undead).

Heart Keeper

Beginning at 8th level, you can pull blood from yourself to create a shield of blood that is as hard as iron.

As a reaction, you can spend hit points equal to your spellcasting ability and increase your or and ally's AC by your proficiency modifier. This must be used before the attack role has been announced. If the attack fails, the shield turns back into blood and returns the spent hit points to you, but if the attack succeeds, the shield breaks and the hit points are lost. The attacker then takes necrotic damage equal to the spent hitpoints.

You can use this a number of times equal to your Wisdom Modifier. The count resets after a long rest.

Bringer of Death

At 17th level, your battle aura is death. When you draw your weapon, you unleash a crimson aura from youself and your weapon. Any creature within 5 feet or hit by a melee or ranged attack (not spells) must succeed a Wisdom saving throw against your spell DC or become stunned. When melee attacking a creature stunned by this ability, you deal an extra 2d6 necrotic damage. Any stunned creatures can reroll the saving throws on their turns.