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Priest - Vocation of Blood


Hit Points

Hit Dice: d6 per Priest - Vocation of Blood level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Vocation of Blood

  Blood Priests come from a different breed of divinity, and believe it comes in many forms. They believe in the energy of life itself, and use that power for many purposes. Some become monsters that take life to empower themselves, and some use their own life to save those in need. Others simply feel using life to take life is a form of pure balance. Regardless of their choice, all of them believe that their source of power comes from the same energy: the magic of blood.


Class Features

Vocation Feature

 

Blood is Power

At 1st level, you become trained in forming blood into power. When you cast a spell that deals damage to or heals a creature other than yourself, you may choose to take Necrotic damage equal to your Priest level to deal additional Necrotic damage or heal additional health equal to twice the amount of damage that you took. If the spell would hit multiple creatures, you choose how the additional damage or healing is spread among those creatures.  

Channel Divinity: Sangromancy

Starting at 2nd level, you can use your Channel Divinity to shift vitality from one creature to another.   As an action, you present your holy symbol and choose a creature you can see within 30 feet of you. If the creature is willing, they lose a number of hit points equal to up to five times your Priest level, and you restore that many hit points to another creature of your choice within 30 feet of you. If the creature is unwilling, they must make a Constitution saving throw, suffering the effects on a failed save, or half as much drained on a success.    Creatures that are resistant to necrotic damage have advantage on the saving throw, and you cannot use this feature on undead, constructs, or creatures that are immune to necrotic damage.  

Power Word: Siphon

Speaking this Word as an action, you make a ranged spell attack against a creature within 60 feet that you can see. On a hit, you deal 1d8 Necrotic damage to the target, and heal for the amount of damage dealt. You may also choose to target yourself with this ability, dealing the damage to yourself and healing another creature of your choice for twice the damage you took.

At Higher Levels: When you use this Word with a spell slot of 1st level of higher, the damage increases by 1d8 for each slot level above 1st. If you use a spell slot of 5th level or higher, you may target an additional number of creatures equal to your Intelligence modifier, and roll a separate attack and damage roll for each of them. If you choose to heal other creatures, you only need to roll the damage to yourself once.

 

Strong Blood

At 3rd level, your own blood is strengthened. When you take a short rest and spend Hit Die to regain health, you regain additional health equal to your Priest level.  

Blood Knowledge

At 6th level, you can track and subdue creatures whose blood you possess. If you have at least a drop of a creature's blood, you gain advantage on Nature, Medicine, and Survival checks made to analyze and track that creature. If you have at least a vial of a creature's blood, you may use a bonus action to force that creature to have disadvantage on a saving throw against your spells and Power Words. Using this ability will consume the vial of blood.   You may use this ability once, requiring a short or long rest befor you may use it again.  

Forced Aid

At 10th level, you can call upon others to aid in empowering your spells, willing or not. As a reaction when you cast a spell or use a Power Word, an ally within 30 feet of you may choose to take the damage of your Blood is Power feature instead of yourself, and you still gain the benefit. Using your bonus action on your turn, you may force an unwilling, unfriendly, or hostile creature within 30 feet of you to make a Constitution saving throw. On a failed save, they will take the damage of your Blood is Power feature instead of yourself, and you still gain the benefit.  

Blood Bender

At 14th level, you can take complete control of another creature's body. As an action on your turn, you may target a creature within 30 feet of you and force them to make a Constitution saving throw. On a failed save, you gain control of the creature for up to 1 minute, or until you lose concentration (as if concentrating on a spell). You can use your action to take total and precise control of the target. Until the end of your next turn, the creature only takes the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.   At the end of the creature's turn, or whenever it takes damage, the creature may make another Constitution saving throw, ending this effect on a successful save.  

Life Master

At 18th level, you become a master of life energies. If you or an ally chooses to take damage from your Blood is Power feature, the damage taken is halved, and the damage or healing dealt is doubled. Additionally, the range of your Forced Aid feature is doubled, and unwilling, unfriendly, and hostile creatures have disadvantage on the saving throw.
 


Spell LevelVocation Spells
CantripsInfestation, Spare the Dying
1stDetect Poison and Disease, Ray of Sickness
2ndBlindness, Deafness, Enhance Ability
3rdLife Transference, Vampiric Touch
4thCompulsion, Stoneskin
5thCloudkill, Modify Memory
6thCircle of Death
7thRegenerate
8thFeeblemind
9thTrue Polymorph

Created by

SilverNinjaShado.

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