Blood

Some deities, especially those of a more primal or cruel demeanor, hold blood as the essence of holiness.

It is the sign of pain, valor, birth, and martyrdom.

Some clerics of this domain actively spread violence wherever they go, while others use its power to assure that bloodshed is rare and swiftly ended. Even more than most clerics, those of this domain are continually weighed and tested by their gods, as they choose their own balance between mercy and severity. In many cultures, priesthoods of this domain are pushed into the shadows and the edges of society, becoming mystery cults.

Table: Blood Domain Spells
Cleric Level Spells
1st false life, inflict wounds
3rd enhance ability, protection from poison
5th glyph of warding, vampiric touch
7th compulsion, divination
9th contagion, greater restoration

Blood for the Gods

At 1st level when you choose this domain, you gain proficiency in all simple and martial weapons that deal piercing or slashing damage, and you gain proficiency in heavy armor.

The Blood is the Life

Also starting at 1st level, you gain temporary hit points equal to twice your cleric level when your current hit points fall below half of your maximum hit points.

Once this occurs, it cannot happen again until you complete a short rest.

If your current hit points are below or equal to half your maximum hit points when you roll initiative, you gain temporary hit points equal to twice your cleric level.

Channel Divinity

Starting at 2nd level, you can use your Channel Divinity to invoke divine favor upon those who bleed and suffer in battle. As an action, you call your deity’s name.

Up to two allies within 60 feet with current hit points at or below half of their maximum hit points may spend their reactions to make an attack with a piercing or slashing weapon. If these attacks hit, they add your Wisdom bonus to the damage dealt.

At 11th level, allies who hit with this attack deal an additional 1d8 damage of the same type. At 17th level, allies who hit with this attack deal an additional 2d8 damage of the same type.

Mighty in Vengeance

Starting at 6th level, when your current hit points are at or below half of your maximum hit points, you may treat any result of 1 or 2 as a 3 on dice you roll to determine damage or healing effects for attacks you make and spells you cast.

Red Ruin

Starting at 8th level, once per turn when you make a weapon attack with a piercing or slashing weapon, you deal an additional 1d8 damage of the same type.

When you reach 14th level, the damage increases to 2d8.

Further, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Starting at 17th level, when you deal damage that reduces a creature to 0 hit points, you regain an expended use of Channel Divinity, or you regain an expended spell slot. The spell slot’s level is equal to half the Challenge Rating of the creature you damaged, or 5, whichever is lower. After you have used this ability twice, you may not do so again until you complete a long rest.

Section 15: Copyright Notice

Mysteries of the Gods: New Cleric Domains and Spells for Fifth Edition 1.0 published by Tribality.com (Innovaworks Inc.); Copyright 2016 Brandes Stoddard