Blood Domain (5e Subclass)
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Blood Domain[edit]
Cleric Subclass
Clerics of the blood domain have spent their lives honing their skills and being involved in war for glory, purpose, necessity or any other personal reason and many to protect and safeguard the natural order between the life and death of many living creatures. Regardless of their purpose, they are lethal in combat. These clerics found the holy infusion of every creature living or dead and have learned to manipulate it for an advantage in battle and war for whatever purpose they have found and choose to pursue.
Cleric Level | Spells |
---|---|
1st | false life, inflict wounds |
3rd | enhance ability, hold person |
5th | crusader's mantle, spirit guardians |
7th | blight, death ward |
9th | circle of power, flame strike |
- Prepared For War
At 1st level, you gain proficiency with heavy armor and martial weapons. While you are holding a weapon you are proficient with, you can use it as a spellcasting focus.
- Energy Syphon
At 1st level, Using the holy infusion in all creatures to manipulate and sap the energy within them once per turn when you deal damage to a creature with a weapon attack or a spell from your blood domain spells you may choose to deal an additional 1d6 necrotic damage as you syphon the creatures energy,when you do so you can choose to give yourself or another creature within 30ft of you an amount of temporary hitpoints equal to the damage dealt (for a maximum amount of three times your cleric level + your wisdom modifier),while a creature has these temporary hit points they have have resistance to necrotic damage and adds 1d4 to saving throws and ability checks, these temporary hitpoints last for 1 minute. You may use this feature as many times as your proficiency bonus per short or long rest.
At level 5 the damage die of this feature becomes a 2d6, 3d6 at level 11 and 4d6 at level 17.
Channel Divinity: Healing Surge
At 2nd level, You tap into the fleeting energy of creatures drifting from life, draining whatever remaining energy from them to heal yourself and others. When a creature within 30 feet of you is reduced to 0 hit points you can use your reaction to use your channel divinity to heal yourself and one other creature that you can see within 30 feet of you a number of hit points equal to three times your level + your Wisdom modifier. This feature has no effect on constructs or undead.
- Energy Restriction
At 6th level, your mastery of the the flow of energy in all things has grown, allowing you to restrict the flow of energy in your foes. When you deal necrotic damage to a creature, it can't regain hit points and it must subtract 1d4 from any ability check, attack rolls and saving throw it makes until the end of your next turn.
- 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 creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic or radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
- Master of the Cycle
At 17th level, You have mastered the holy infusion of all creatures, life and death empowering your abilities and draining the magic from the weave of fallen creatures. When you reduce a creature to 0 hit points, you may regain a spell slot of 5th level or lower. Once you use this feature, you can't use it again until you finish a long rest.
Finally, Whenever you use your Energy Syphon or Healing Surge feature you may choose up to six creatures within 60 feet of you to also gain its benefits.
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