Blood Domain The gods of blood - including Yeenoghu - value suffering and chaos. They want nothing more than to see mortals in agony, and ask little else of their followers. Their clerics wreak havoc on the battlefield, summoning forth storms of blood that suffocate their enemies, and conjuring demons that attack friend and foe alike. Bleeding Mechanics A creature bleeds one unit of blood per point of slashing or piercing damage taken (or that would reasonably make the target bleed a measurable amount, at the DM’s discretion) multiplied according to the creature’s size. They bleed for two rounds. Rounds are counted by the end of the turn of the creature with the lowest initiative. Creatures bleeding out (i.e. making death saving throws) bleed 10 times their size modifier per round. All bleeding stacks, but ends if the creature is healed any amount. Constructs and undead do not bleed. Blood Domain Spells Cleric Level Spells 1st sanguine servant, inflict wounds 3rd condense blood mist, blood weapon 5th conjure lesser blood demons, benevolent agony 7th conjure greater blood demon, locate creature 9th commune, transanimation Blood Hunter At first level, you gain advantage on any Wisdom (Survival) DCs that involve tracking a creature. You also gain proficiency in either: Animal Handling or Survival. Bonus Proficiency Also at 1st level, you gain proficiency with martial weapons. Channel Divinity: Blood Offering Starting at second level, you can use your channel divinity as an action to turn all bled blood in a 30 ft radius sphere centred around you into a very thin mist, which begins to disperse away as an offering to your god. This enables you to cast many of your domain spells. Blood Offering lasts until the blood runs out. It consumes 10 blood per turn at the end of each of your turns whilst it is active. The radius is increased to 60 feet at 5th-level, 90 feet at 7th-level, and 120 feet at 9th-level. Ravenous Madness At 6th level, you can cast enemies abound as a 3rd-level cleric spell a number of times equal to your wisdom modifier, a minimum of once. All expended uses are regained at the end of a long rest. Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Channel Divinity: Blood Avatar Starting at 17th-level, using Channel Divinity as an action you can target a sentient creature with blood within 60 feet of you that is at 0 hit points and is bleeding out. It makes a Constitution saving throw against your spell save DC + your proficiency modifier. On a failed save, the creature instantly fails all of its death saving throws as all of the blood in its body is torn out in a visceral explosion, on a successful saving throw you take 10d12 damage and are incapacitated for 1d4 turns as blood pours out of your every orifice instead. The blood taken from a targeted creature animates into a blood avatar of Yeenoghu for up to 5 minutes. The avatar has its own initiative and does not follow orders. The caster can concentrate on maintaining a connection with Yeenoghu during which the avatar will attack its caster only if no other creatures within range, and until that point will attack any creature it can see. Once you stop concentrating, the avatar doesn’t disappear for 1d12 rounds if it still has hit points.

Spell Descriptions Sanguine Servant 1st-level evocation Casting Time: 1 action

1 action Range: Blood Offering

Blood Offering Components: V, S, M (Blood Offering)

V, S, M (Blood Offering) Duration: Concentration, up to 1 hour You animate a small amount of blood from Blood Offering into a formless servant that performs tasks at your command until the spell ends or you lose concentration. It has an AC of 10, 1 hit point, a Strength of 2, and it can’t attack. If it drops to 0 hit points, it collapses into a pool of blood. Once on each of your turns, as a bonus action, you can command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, as well as change its shape provided it is no larger than Small size or liquid, and can thus get anywhere that isn’t water tight. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it out of Blood Offering’s area of effect, the spell ends. Condense Blood Mist 2st-level evocation Casting Time: 1 action

1 action Range: Blood Offering

Blood Offering Components: V, S, M (Blood Offering)

V, S, M (Blood Offering) Duration: Concentration, up to 1 hour You condense the blood mist of Blood Offering. The radius of the sphere is halved, vision is lightly obscured within the mist and the sphere provides half cover for all creatures within the sphere. At Higher Levels. If you cast the spell using a spell slot of 5th-level or higher, the sphere provides three-quarters cover and Blood Offering requires double the amount of blood per turn to sustain. If you cast the spell using a spell slot of 7th-level or higher, the blood per turn cost of Blood Offering is tripled from its initial value, you can choose up to 5 creatures within the sphere that become blinded and begin to suffocate and who only have half cover, other creatures within the sphere still have three-quarters cover. Blood Spears 2st-level evocation Casting Time: 1 bonus action

1 bonus action Range: Blood Offering

Blood Offering Components: V, S, M (Blood Offering)

V, S, M (Blood Offering) Duration: 1 minute You create a floating weapon of blood within Blood Offering’s area of effect that lasts for the duration or until you cast this spell again. It can take any sharp or bladed form you choose. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes 1d8 force damage + your spellcasting ability modifier. All attacks with the blood weapon inflict the bleeding mechanic. As a bonus action, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. If the weapon is outside of Blood Offering’s sphere at the end of your turn, the spell ends, but it can leave the sphere and return within your turn. At Higher Levels. You can create an extra 1d8 weapon at casting for every two slot levels above the 2nd, which can target the same or different creatures, and which disappear individually when outside of Blood Offering’s area of effect. Conjure Lesser Blood Demons 3rd-level conjuration Casting Time: 1 action

1 action Range: Blood Offering

Blood Offering Components: V, S, M (Blood Offering)

V, S, M (Blood Offering) Duration: Concentration, up to 1 hour You recreate demons from the Abyss with animated blood from Blood Offering’s mist. Roll to determine what appears. Lesser Blood Demons d6 Demons Summonned 1-2 Two demons of challenge rating 1 or lower 3-4 Four demons of challenge rating 1/2 or lower 5-6 Eight demons of challenge rating 1/4 or lower The DM chooses the demons and you choose where they appear from spaces you can see. A summoned demon disappears when it drops to 0 hit points or when the spell ends. The demons are hostile to everyone, including you. Roll initiative for the demons as a group. The demons pursue and attack the nearest non-demons. As part of casting, you can make a circle on the ground with the material blood. The circle encompasses your space. The demons can't cross or harm the circle, or target anyone in it. At Higher Levels. You summon twice as many demons with a 6th or 7th-level slot. With 8th or 9th level, you summon three times as many.