Sanguine Domain

Cleric Domain Option

Clerics of the Sanguine domain are worshipers of violent gods. Ritualistic sacrifices, self-mutilation, and general bloodshed fall under their repertoire. The gods that revel in bloodshed – including Bhaal, Loviatar, Myrkul, and Shar – grant powers to their followers, albeit at a cost. The Sanguine domain focuses on the violent negative energies that clerics of other domains abhor.

Sanguine Domain Spells

Cleric Level Spells 1st hex, inflict wounds 3rd gentle repose, ray of enfeeblement 5th fear, vampiric touch 7th blight, locate creature 9th cloudkill, raise dead

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.

Sanguine Arts

Also at 1st level, your have learned to to twist blood to your will. Choose one of the following options:

Blood Bound. When an ally within 30 feet of you is attacked and takes damage, you can use your reaction to form a blood bond. You and your bonded ally split any damage done to either of you until the beginning of your next turn.

When an ally within 30 feet of you is attacked and takes damage, you can use your reaction to form a blood bond. You and your bonded ally split any damage done to either of you until the beginning of your next turn. Blood Frenzy. When you reduce a creature to 0 hit points, your next attack roll is made with advantage until the end of your next turn.

Channel Divinity: Blood Rite

At 2nd level, you can use your Channel Divinity to sacrifice your life force to manifest power. As an action, you can expend up to 5 hit dice and cast a spell with a level equal to the number of hit dice expended. The spell must be a spell that you can cast and have spell slots for.

You take necrotic damage equal to the result of the hit dice spent. This damage cannot be reduced in any way.

Soul Siphon

Starting at 6th level, you can siphon off a creatures last remaining vitality. As a reaction when you reduce a creature to 0 hit points, you can expend a hit die to gain temporary hit points equal to the result of the roll plus your Cleric level. As long as you have these temporary hit points, the creature cannot be returned to life in any way.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creaure with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.

Sinister Sanguinary

Starting at 17th level, your god is pleased by your eagerness to spill blood. You regain all expended hit dice when you finish a long rest.

Credits

Homebrew: StxAffliction