Cleric: Blood Domain
Original Source: Tal'Dorei Campaign Setting Reborn
Blood Domain Spells
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
Cleric Level | Spells |
---|---|
1st | sleep, false life |
3rd | ray of enfeeblement, hold person |
5th | haste, slow |
7th | blight, stoneskin |
9th | dominate person, hold monster |
Initiate of Blood
1st-level Blood Domain feature
At 1st level, you learn one cantrip of your choice from the necromancy school from any class. This cantrip doesn't count against the number of cleric cantrips you know. Additionally, choose one of the following:
Bloody Arms
Prerequisite: Spirit Soldier
You gain proficiency with martial weapons.
Bloody Study
You also gain proficiency in one of the following skills of your choice: Arcana, Medicine, Religion.
Bloodletting Focus
1st-level Blood Domain feature
As in Tal’Dorei Campaign Setting Reborn
Life Sense
1st-level Blood Domain feature
At 1st level, you gain the ability to occasionally sense the presence of living creatures. As an action, you can open your awareness to magically detect circulatory systems. Until the end of your next turn, you know the location of any creatures with blood within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Crimson Bond
2nd-level Blood Domain feature
As in Tal’Dorei Campaign Setting Reborn
Channel Divinity: Blood Puppet
6th-level Blood Domain feature
As in Tal’Dorei Campaign Setting Reborn except size improvement happens at 15th level instead of 17th level.
Bloody Strike
7th-level Blood Domain feature
When you reach 7th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 necrotic damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. When you reach 14th level, the extra damage increases to 2d8.
Vascular Corruption Aura
15th-level Blood Domain feature
As in the Tal'Dorei Campaign Setting Reborn