KoyukiTei13
2016-04-12, 10:37 PM
This is a racially-locked cleric domain in my campaign (up to DM discretion). I cooked up a offshoot sect of Drow elves that are dark-skinned and have grayscale hair and infravision (like in the Drizzt books), but revere Eilistraee instead of Lolth. This race is called the Ahjkasha (Ahj for short). They live in the underdark, away from their ancestors, and live in fear of religious persecution. The Ahjkasha are generally opposed to dealing with their Drow ancestors, but respect their heritage in some of their beliefs and cultural aspects. They fight intermittently about the pantheon of gods and goddesses, especially over the rule of Lolth, the spider goddess, versus Eilistraee and her more Neutral/Good family. The Drow, however, tend to view their relatives as primitives and heretics, violently trying to convert them.
As a culture, Ahj revere life and the women's ability to create life with their bodies and their cycles. Their magics are focused around life, healing and fertility. Blood magic is life-giving, and Ahj clerics are specialized in such magics. They worship through sacrificing their period spillings, sex, cutting runes into their flesh, healing and fertility magics.
Eilistraee: (CG) (Song/Beauty/Moonlight/Hunting/Dance/Swordwork)
Divine Focus: Ebony carving of a nude woman holding a silver sword.
_____________________
Cleric Domain: Blood
You use a dagger, blessed through prayer and ritual, to slice your flesh and draw your blood to power your magic. You can draw enemies' blood from open wounds to heal allies or yourself, etc.
You have two divine focuses: carving of Eilistraee and your ritual dagger.
Constitution is your spellcasting modifier for blood spells.
Wisdom is your spellcasting modifier for general cleric spells.
Domain Spells:
1st: bless, cure wounds
3rd: spiritual weapon, hold person
5th: vampiric touch, blink
7th: polymorph, phantasmal killer
9th: modify memory, scrying
OR
Domain Spells:
1st: Agonizing Spike, Laeral's Cutting Hand
3rd: Blood Harvest, Blood Boiling
5th: Masochism, Sadism
7th: Blood of the Martyr, Burning Blood
9th: Exsanguinate, Rain of Blood
Bonus Proficiency:
When you choose this domain at 1st level, you gain proficiency with martial weapons.
You also have an extended list of specific blood magic spells in addition to the ones of a cleric. You have access to prepare all of these spells, but not use them without preparing, unless it has the "ritual" tag. Blood is an expensive component of any spell and must be used when listed as a component.
Blood Flow:
Blood Clerics use hit points as a material component in the casting of their spells. To do so, they must be wielding a knife or dagger, or a shortsword if they are proficient in them. They must be able to cut their skin. This knife, dagger, or shortsword must be blessed to be used in the cutting of their own flesh. The amount of blood drawn for the component is equal to the power of the spell:
Cantrips = 1 HP
1st-Level = 1d4
2nd-Level = 1d6
3rd-Level = 1d8
4th-Level = 1d10
5th-Level = 1d12
6th-Level = 2d6
7th-Level =2d8
8th-Level =2d10
9th-Level = 2d12
Make Them Bleed:
Starting at 1st level, whenever you inflict damage with a spell, you also inflict one point of bleed damage per spell slot level. Bleed damage strikes again each round until healed with a healing spell or a DC 13 Wisdom (Healing) check.
Channel Divinity: Drawn Blood
Starting at 2nd level, you can use your Channel Divinity to draw power from your bleeding wounds. When you take damage, the damage is contributed to a blood pool, which has a maximum of your Cleric level + your proficiency bonus + your Constitution modifier. This blood pool can be used to deal additional damage on the next connecting attack, or to modify the next healing spell used on an ally, and can be split in whatever way the cleric desires.
Channel Divinity: Sacrifice WIP
Starting at 6th level, you can use your blood and flesh to ask a favor of your divine. You may donate blood and/or flesh of yourself or others for a boon. The more you give, the more you may expect in return.
Lifeblood NEW
At 6th level, you have a keener understanding of how blood courses through the veins of almost all life. Your use of the Healer’s Kit is masterful:
You have a chance when stabilizing a creature to not expend a charge. Roll 1d20 + your proficiency bonus + your Wisdom (Medicine) modifier. If you roll 15+, you don’t expend a charge.
Any creature you’ve stabilized with a Healer’s Kit gains 1 + your proficiency bonus health. They regain consciousness immediately after being healed, but cannot make reactions.
You may expend a charge of the Healer’s Kit during a short or long rest to restore an expended hit die to yourself or an ally.
Divine Strike:
At 8th level, you gain the ability to infuse your weapon strikes with primordial energy. 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 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.
Ritual Scarring WIP
At 17th level, your deity has deemed you worthy of more permanent boons, provided you give your blood and flesh to them. You carve primordial symbols of power into your skin, your hand guided by your god or goddess. These wounds take much longer than typical wounds to heal. The scars’ appearance are dependent on your alignment: silvery for good, ridged skin-tone for neutral, and blood-red for evil.
These scars show your devotion to your god or goddess, and give you permanent bonuses to your health, damage, and healing. (the following list is total, not cumulative bonuses)
1 scar = +2 damage & healing, +1 HD
2 scars = +3 damage & healing, +2 HD
3 scars = +4 damage & healing, +3 HD
SPELLS MOVED TO GOOGLE DRIVE: https://docs.google.com/document/d/1kOvuIOLd9myqZmT_kjI9wZUXjWyJFXPDOfZbsaLfJ48/edit?usp=sharing
A lot of the spells are ones I've pulled from various places around the internet, especially https://www.reddit.com/r/dndnext/comments/3541tx/the_not_really_complete_tome_of_spells_updated/ (The (Not Really) Complete Tome of Spells/) and other homebrewers around the Playground. <3
As a culture, Ahj revere life and the women's ability to create life with their bodies and their cycles. Their magics are focused around life, healing and fertility. Blood magic is life-giving, and Ahj clerics are specialized in such magics. They worship through sacrificing their period spillings, sex, cutting runes into their flesh, healing and fertility magics.
Eilistraee: (CG) (Song/Beauty/Moonlight/Hunting/Dance/Swordwork)
Divine Focus: Ebony carving of a nude woman holding a silver sword.
_____________________
Cleric Domain: Blood
You use a dagger, blessed through prayer and ritual, to slice your flesh and draw your blood to power your magic. You can draw enemies' blood from open wounds to heal allies or yourself, etc.
You have two divine focuses: carving of Eilistraee and your ritual dagger.
Constitution is your spellcasting modifier for blood spells.
Wisdom is your spellcasting modifier for general cleric spells.
Domain Spells:
1st: bless, cure wounds
3rd: spiritual weapon, hold person
5th: vampiric touch, blink
7th: polymorph, phantasmal killer
9th: modify memory, scrying
OR
Domain Spells:
1st: Agonizing Spike, Laeral's Cutting Hand
3rd: Blood Harvest, Blood Boiling
5th: Masochism, Sadism
7th: Blood of the Martyr, Burning Blood
9th: Exsanguinate, Rain of Blood
Bonus Proficiency:
When you choose this domain at 1st level, you gain proficiency with martial weapons.
You also have an extended list of specific blood magic spells in addition to the ones of a cleric. You have access to prepare all of these spells, but not use them without preparing, unless it has the "ritual" tag. Blood is an expensive component of any spell and must be used when listed as a component.
Blood Flow:
Blood Clerics use hit points as a material component in the casting of their spells. To do so, they must be wielding a knife or dagger, or a shortsword if they are proficient in them. They must be able to cut their skin. This knife, dagger, or shortsword must be blessed to be used in the cutting of their own flesh. The amount of blood drawn for the component is equal to the power of the spell:
Cantrips = 1 HP
1st-Level = 1d4
2nd-Level = 1d6
3rd-Level = 1d8
4th-Level = 1d10
5th-Level = 1d12
6th-Level = 2d6
7th-Level =2d8
8th-Level =2d10
9th-Level = 2d12
Make Them Bleed:
Starting at 1st level, whenever you inflict damage with a spell, you also inflict one point of bleed damage per spell slot level. Bleed damage strikes again each round until healed with a healing spell or a DC 13 Wisdom (Healing) check.
Channel Divinity: Drawn Blood
Starting at 2nd level, you can use your Channel Divinity to draw power from your bleeding wounds. When you take damage, the damage is contributed to a blood pool, which has a maximum of your Cleric level + your proficiency bonus + your Constitution modifier. This blood pool can be used to deal additional damage on the next connecting attack, or to modify the next healing spell used on an ally, and can be split in whatever way the cleric desires.
Channel Divinity: Sacrifice WIP
Starting at 6th level, you can use your blood and flesh to ask a favor of your divine. You may donate blood and/or flesh of yourself or others for a boon. The more you give, the more you may expect in return.
Lifeblood NEW
At 6th level, you have a keener understanding of how blood courses through the veins of almost all life. Your use of the Healer’s Kit is masterful:
You have a chance when stabilizing a creature to not expend a charge. Roll 1d20 + your proficiency bonus + your Wisdom (Medicine) modifier. If you roll 15+, you don’t expend a charge.
Any creature you’ve stabilized with a Healer’s Kit gains 1 + your proficiency bonus health. They regain consciousness immediately after being healed, but cannot make reactions.
You may expend a charge of the Healer’s Kit during a short or long rest to restore an expended hit die to yourself or an ally.
Divine Strike:
At 8th level, you gain the ability to infuse your weapon strikes with primordial energy. 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 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.
Ritual Scarring WIP
At 17th level, your deity has deemed you worthy of more permanent boons, provided you give your blood and flesh to them. You carve primordial symbols of power into your skin, your hand guided by your god or goddess. These wounds take much longer than typical wounds to heal. The scars’ appearance are dependent on your alignment: silvery for good, ridged skin-tone for neutral, and blood-red for evil.
These scars show your devotion to your god or goddess, and give you permanent bonuses to your health, damage, and healing. (the following list is total, not cumulative bonuses)
1 scar = +2 damage & healing, +1 HD
2 scars = +3 damage & healing, +2 HD
3 scars = +4 damage & healing, +3 HD
SPELLS MOVED TO GOOGLE DRIVE: https://docs.google.com/document/d/1kOvuIOLd9myqZmT_kjI9wZUXjWyJFXPDOfZbsaLfJ48/edit?usp=sharing
A lot of the spells are ones I've pulled from various places around the internet, especially https://www.reddit.com/r/dndnext/comments/3541tx/the_not_really_complete_tome_of_spells_updated/ (The (Not Really) Complete Tome of Spells/) and other homebrewers around the Playground. <3