Bloodlust Domain

Cleric Level Spells
1st searing smite, wrathful smite
3rd branding smite, shatter
5th blinding smite, crusader’s mantle
7th freedom of movement, staggering smite
9th Destructive wave, flame Strike

Bonus Proficiencies

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

Retaliatory Strike

From 1st level, you are divinely inspired to strike down your enemies. When you use the Attack action, you can make one weapon attack as a bonus action. 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 long rest.

Channel Divinity: Consuming Bloodlust

Starting at 2nd level, you can use your Channel Divinity to channel your bloodlust into unchecked ferocity. When you roll piercing or slashing damage, you can use your Channel Divinity to deal maximum damage instead of rolling.

Bloody Strike

At 6th level, you gain the ability to infuse your weapon strikes with devastating damage. 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Bloodcurdling Rage

Beginning at 8th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Blood Makes the Grass Grow

Starting at 17th level, you can turn your own death into one final act of vengeance. When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 5d10 necrotic damage and an extra 5d10 damage of the weapon’s type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright. Once you use this feature, you can’t use it again until you finish a long rest.

Section 15: Copyright Notice

5E RPG: Steampunk Adventures. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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