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Sanguine Priest (5e Alternate Class Feature)

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Author: Zhenra-Khal (talk)
Date Created: 11-24-22
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The Sanguine Priest alternate class feature is part of the Z's Blood Magic sourcebook, and uses the mechanics and features presented therein.

Every Cleric serves divinity, in body, mind and soul - Some follow deities; Others believe in concepts and causes; And yet others follow other powerful entities, not unlike a Warlock. However, a few divine powers - The old gods, some say - Demand more than just faith, calling their priests to harm themselves as penance or to gain favor, or to make ritual sacrifices to appease their divine masters. These clerics are as varied as the gods they follow, but bloodshed binds them all.

PrerequisiteEdit

In order to choose this alternate class feature, the character must meet or exceed the following prerequisite(s): Consitutition 13.


Table: Sanguine Priest

Cleric
Level
Proficiency
Bonus
Cantrips
Known
Hemocraft
Die
Rites Sacrifice
Points
Sacrifice
Limit
Features
Sacraments
Known
Rites
Known
1st +2 2 (1)d4 1 2 1 1 Spellcasting, Divine Domain, Hemocraft, Well of Sacrifice
2nd +2 2 (1)d4 2 3 1 1 Channel Divinity (x1), Divine Domain feature, Harness Divine Power (Optional)
3rd +2 2 (1)d4 2 3 2 1 -
4th +2 2 (1)d4 2 4 2 1 Ability Score Improvement, Cantrip Versatility (Optional)
5th +3 2 (2)d6 2 4 3 2 Destroy Bloodless (CR 1/2)
6th +3 2 (2)d6 2 5 3 2 Channel Divinity (x2), Divine Domain feature
7th +3 2 (2)d6 2 5 4 2 -
8th +3 2 (2)d6 3 6 4 2 Ability Score Improvement, Destroy Bloodless (CR 1), Divine Domain feature, Cantrip Versatility (Optional)
9th +4 2 (2)d8 3 6 5 3 -
10th +4 3 (2)d8 3 7 5 3 Divine Intervention
11th +4 3 (3)d8 3 7 6 3 Destroy Bloodless (CR 2)
12th +4 3 (3)d8 4 8 6 3 Ability Score Improvement, Cantrip Versatility (Optional)
13th +5 3 (3)d10 4 8 7 4 -
14th +5 4 (3)d10 4 9 7 4 Destroy Bloodless (CR 3)
15th +5 4 (3)d10 4 9 8 4 -
16th +5 4 (3)d10 5 10 8 4 Ability Score Improvement, Cantrip Versatility (Optional)
17th +6 4 (4)d12 5 10 9 5 Destroy Bloodless (CR 4), Divine Domain feature
18th +6 4 (4)d12 5 11 9 5 Channel Divinity (x3)
19th +6 4 (4)d12 5 11 10 5 Ability Score Improvement, Cantrip Versatility (Optional)
20th +6 4 (4)d12 5 11 10 5 Divine Intervention improvement

SpellcastingEdit

As a visceral conduit for divine power, you can cast cleric spells.

CantripsEdit

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Spell SlotsEdit

The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + half your Cleric level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 4th-level cleric, you have four 1st-level and three 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting AbilityEdit

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual CastingEdit

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting FocusEdit

You can use a holy symbol as a spellcasting focus for your cleric spells.

Blood FocusEdit

When you cast a Cleric spell that requires a material component, you can choose to lose 1 hit point in order to ignore that component, unless it has a monetary value greater than 1 gp. If the material costs 1gp or more, you can choose to lose hit points equal to one roll of your Hemocraft Die for every 25gp of the component's cost, to a minimum of one roll of your Hemocraft Die for a material component that costs 25gp or less.

Divine DomainEdit

At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Divine Domains are not listed here; They can be found elsewhere.

Domain SpellsEdit

Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

HemocraftEdit

At 1st level, you gain the Hemocraft ability, allowing you to harm yourself to unleash ancient power, as is your birthright. You gain a Hemocraft Die, as shown on the Sanguine Priest table above, which you may use to Rend yourself in order to activate your blood magic; This also grants you a handful of Sacrifice Points that you may use to fuel your Hemocraft abilities. Additionally, you gain access to Corpse Magic, allowing you to manipulate the blood of the recently departed as well as your own.

When you reach your 5th character level, when you Major Rend, you may roll your Hemocraft Die twice, totaling the results. This increases to 3 rolls when you reach your 11th character level, and to 4 rolls when you reach your 17th character level.

You may add your Cleric levels to your total Hemocraft level for the purposes of determining the size of your Hemocraft Die, and the number of Sacrifice Points you possess.

Bloodborne SacramentsEdit

You learn how to use your blood to perform sacred - Or profane - Rites of hemocraft magic, awakening a primal connection within yourself, binding a magical force to your blood. You can unleash this force sparingly by merely living, but spilling your blood amplifies it further.

When you choose this alternate class feature, you gain access to a small number of Bloodborne Sacraments, from which you may learn a handful of Sanguine Rites, powerful invocations of blood magic that your can use by consuming your life force. The first Sacrament you learn must be a Basic Sacrament, but once you've learned a Basic Sacrament (Either from levels in a Hemocraft class, or from another source, such as the Hemocraft Initiate feat or the Hexborne Blessing of a Durlaanar), you may learn Advanced Sacraments. The number of Sacraments you may gain access to and the number of Rites you may learn from those Sacraments are both detailed in the Rites section of the Sanguine Priest table above.

Each time you gain a Sorcerer level, you may replace one Rite you know with another Rite you qualify for from one of your Sacraments.

Hemocraft AbilityEdit

Some blood magic abilities, such as Sanguine Rites, may require you to make an attack roll, or force a target to make a saving throw. Wisdom is the ability you use for your Sanguine Priest Hemocraft. You use your Wisdom whenever an ability refer to your Hemocraft ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Hemocraft ability you use, and when making an attack roll with one.

Hemocraft save DC = 8 + your proficiency bonus + your Wisdom modifier.

Hemocraft attack modifier = your proficiency bonus + your Wisdom modifier.

Well of SacrificeEdit

At 1st level, you learn to convert your life force into raw magical energy. This life force is represented by Sacrifice Points, which allow you to create a variety of magical effects.

You have 1 Sacrifice Point, and you gain more as you reach higher levels, as shown in the Sacrifice Points column of the Sanguine Priest table. You can never have more Sacrifice Points than shown on the table for your level, unless another feature grants you more. You regain all expended Sacrifice Points when you finish a Long Rest.

You can never spend more Sacrifice Points at one time than your Sacrifice Limit, as shown in the Sacrifice Limit column of the Sanguine Priest table. For the purposes of your Sacrifice Limit, casting a spell using Sacrifice Points, and applying a Metamagic effect to a spell, are separate expenditures that occur at the same time, and thus are not mutually exclusive when it comes to abiding by your Sacrifice Limit.

When you gain this feature, your number of Sacrifice Points improves beyond the norm, as you learn new and better methods for converting life force into magical aether. When multiclassing, compare your Cleric levels to your total number of Hemocraft levels on the Hemocraft table, and use the better Sacrifice Point and Sacrifice Limit values.

Channel DivinityEdit

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Bloodless and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn BloodlessEdit

As an action, you present your holy symbol and speak a prayer censuring those creature your Hemocraft cannot affect. Each Bloodless (A creature that does not possess blood, sap, ichor, or a similar organic, life-giving fluid) that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Expanded Cantrip VersatilityEdit

If using the Cantrip Versatility feature from Tasha's Cauldron of Everything, it gains the following additional option, which you may select in place of the feature's usual option:

  • Replace one Bloodborne Sacrament you know, and all known Rites belonging to it, with another Sacrament you meet the prerequisites for. For each Rite you knew from the Sacrament you replaced, you may learn one new Rite of your choice from any Sacrament you know, including the new Sacrament you gained with this feature.

Destroy BloodlessEdit

Starting at 5th level, when a Bloodless creature fails its saving throw against your Turn Bloodless feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above.

Divine InterventionEdit

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Unlike other Clerics, when you use Divine Intervention, you may harm yourself to improve the chances that your deity intervenes - In doing so, you Minor Rend, and add the Bonus of that Minor Rend to your Cleric level for the purposes of the percentile roll. For example, as a 10th-level Cleric, if you have a Minor Rend bonus of +7, then you must roll a 17 or lower on the percentile die, rather than a 10 or lower.

At 20th level, your call for intervention succeeds automatically, no roll required.