Remove these ads. Join the Worldbuilders Guild

Blood Cleric of Salos


Hit Points

Hit Dice: d8 per Blood Cleric of Salos level
Hit Points at first Level: Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Proficiences

Armor: Light armor, medium armor, shields
Weapons: All simple weapons, Martial Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Persuasion, and Religion Blood Clerics have an innate knowledge of those with blood. Take the medicine skill. And if you already have it, add expertise with the skill for creatures with blood when trying to fix wounds that involve blood.  

Overview & Creation

Mishmash of Matthew Mercers stuff to create a custom class for a campaign im in!
 


Class Features

Domain Spells Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.   If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.   Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.   When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.   Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.   Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Destroy Undead Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.   Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.   Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.   At 20th level, your call for intervention succeeds automatically, no roll required.
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   • (a) a mace or (b) a warhammer (if proficient) • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) • (a) a light crossbow and 20 bolts or (b) any simple weapon • (a) a priest's pack or (b) an explorer's pack • A shield and a holy symbol  
 


Spellcasting

As a conduit for divine power, you can cast cleric spells. Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.   Spell Slots The Cleric table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier = your proficiency bonus + your Wisdom modifier   Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.   Spellcasting Focus You can use a holy symbol as a spellcasting focus for your cleric spells.
 


Subclass Options

Blood Domain Spells
Cleric Level Spells
1st Sleep, Ray of Sickness, Compelled Duel
3rd Ray of Enfeeblement, Crown of Madness
5th Slow, Modify Memory
7th Blight, Geas
9th Dominate Person, Hold Monster
Arterial Rake Also at 1st level, you can bend the will of an attack between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing the blood in the attacker to slow, reducing their effectiveness the attacker has on their attack before it hits or misses. An attacker that does not have blood is immune to this feature. At 6th level you can cause this effect to be used on people attacking allies. Up to a range of 30 feet. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.   Channel Divinity: Blood Puppet Starting at 2nd level, you can use your Channel Divinity to briefly control a creature’s actions against their will. As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single attack against a creature of your choice within range or itself. If the user wishes for the target to injure themself. Then the creature must make a ANOTHER Constitution saving throw of which if they fail. They begin mutilating itself, twisting limps in angles they should not go or striking out at nearby allies From Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature.   Channel Divinity: Turn The Tide of Blood Starting at 6th level. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can see within 30 feet of you regains hit points equal to 1d6 + Cleric level + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.   Sanguine Strike At 8th level, you gain the ability to infuse your weapon strikes with necrotic energy/cold. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an a 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8. And you can select Radiant Damage as a damage type.   Vascular Corruption Aura At 17th level, as an action, you can emit a powerful aura that extends 30 feet out from you. This aura pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed. For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 3d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).   Once you use this feature, you can’t use it again until you finish a long rest.    
 


Created by

ADHD Fueled Mess.

Statblock Type

Class Features

Link/Embed