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Cleric – Blood Domain

Be it for the light or the dark, the blood domain lets you interfere in the blood flow of others, manipulating it to their benefit or their demise. While some are healers, other use the rituals granted by their deity or source of power to make veins burst or eyes bleed.

Blood Domain features
Cleric LevelFeature
1stBonus Proficiency, Open Veins
2ndChannel Divinity: Gush of Blood
6thChannel Divinity: Blood Ritual
8thDivine Strike
17thWeb of Blood
Blood Domain Bonus Spells
Cleric LevelFeature
1stCure Wounds, Inflict Wounds
3rdAid, Enlarge/Reduce
5thAura of Vitality, Feign Death
7thBlight, Deathward
9thHold Monster, Mass Cure Wounds

Bonus Proficiency

At 1st level, you gain proficiency with martial weapons and heavy armor.

Blood adept

At 1st level, when you cast the cure wounds spell, you can remove the poisoned condition from your target.

    In addition, when you cast the inflict wounds spell, your target is poisoned until the end of its next turn unless it succeeds on a Constitution saving thow against your spell DC.

Channel Divinity: Blood Manipulation

Starting at 2nd level, as a reaction to someone within 30 feet suffering either bludgeoning, piercing or slashing damage, you can either stop the bleeding and prevent up to half your Cleric level + your Wisdom modifier of damage, or deal that amount of damage to the target.

Channel Divinity: Blood Ritual

At 6th level, as a bonus action, you can enter a state of hyper awareness for 10 minutes. During this time, you gain the following benefits:

  • As a bonus action, you can choose a creature within 60 feet that has suffered damage and gain knowledge of its damage resistances, damage immunities, condition immunities and vulnerabilities.
  • When you miss with an inflict wounds spell, you do not loose the spell slot.
  • By spending the whole ten minutes of the ritual in meditation, you can focus on a creature that you have seen within 10 days. If it fails a Wisdom saving throw against your spell DC, you know its location compared to you, as long as it is alive and on the same plane. You retain this sense for a day. You can only use this on one creature at the same time.

Your dungeon master might determine that this feature doesn’t work on creatures without blood.

Divine Strike

At 8th level, you gain the ability to infuse your weapon with a coating that makes it poisonous. On each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Web of Blood

Starting at 17th level, you can see any creature within 60 feet of you that has an arterial system, even in total darkness or when blinded, and even through walls. You can use your Channel Divinity: Blood Manipulation feature any number of times per day without having to spend a use of your Channel Divinity feature.


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