Blood Domain

Sacrifice is the sermon of clerics of this divine domain. While it is more common among evil gods demanding blood sacrifices, some good deities also take on the mantle of personal sacrifice and martyrdom to sermonize to the faithful.

Blood Domain Features
Cleric LevelFeature
1stDomain Spells, Blood Ministry, Sacrament
2ndChannel Divinity: Blood Buff
6thSanguine Flow
8thDivine Strike
17thSacrificial Rite

Domain Spells

1st-level Blood Domain feature

You gain domain spells at the cleric levels listed in the Blood Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

Each spell is in the Player’s Handbook, unless it has a dagger, in which case it is linked to the appropriate page.

Blood Domain Spells
Cleric LevelSpell
1stfalse life, sacrifice
3rdaid, bloodsworn
5thbestow curse, vampiric touch
7thstaggering smite, psalm of martyrs
9thaura of peace†, circle of power

Blood Ministry

1st-level Blood Domain feature

You gain proficiency with one Intelligence or Charisma skill of your choice, as well as with any two martial weapons that primarily deal slashing damage.

Sacrament

1st-level Blood Domain feature

When you reduce a foe to 0 hit points, you can use your reaction to grant one ally within 10 feet of you that you can see damage resistance to nonmagical damage for 1 minute. During this time, you have damage vulnerability to all damage types. You can end this effect early as an action.

You can use this feature a number of times equal to your Wisdom modifier (minimum once), and you regain all expended uses when you finish a long rest.

Channel Divinity: Blood Buff

2nd-level Blood Domain feature

You can use your Channel Divinity feature to embolden those around you as an action. Each creature with 30 feet of you that you choose gains a number of dice, which are d6s, equal to your proficiency bonus. Once each turn when the target deals damage to a single target, it can expend one of these dice to increase its damage by the number rolled.

Once a target has benefited from this feature, it can’t benefit from it again until it finished a short or a long rest.

Sanguine Flow

6th-level Blood Domain feature

When you deal piercing or slashing damage with a weapon attack or a cleric spell, you can cause your target to bleed, provided it has fewer than its maximum hit points and the anatomy to bleed. At the start of each of its turns it takes damage from blood loss equal to your proficiency bonus. A target will stop bleeding after a number of rounds equal to your Wisdom modifier (minimum of 1 round) or when it regains at least 1 hit point.

Once you use this feature, you can’t use it again until you finish a short or long rest, or until you take at least 5 damage from any source.

Divine Strike

8th-level Blood Domain feature

You gain the ability to infuse your weapon strikes with divine 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 to the target. When you reach 14th level, the extra damage increases to 2d8.

Sacrificial Rite

17th-level Blood Domain feature

When you reduce a living creature to 0 hit points, you can choose to kill it and target one willing creature, which can be you, and recover its vigor. The target regains a number of hit points equal to half the killed creature’s hit point maximum and any ability damage it may have suffered is restored.

Once you use this feature, you can’t use it again until you finish a long rest.