Blood
Domain overview
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | BLOOD CONNOISSEUR |
When you taste at least a drop of blood from a creature, you can spend any number of Hope and ask the GM that many questions from the following list:What kind of creature is it (if humanoid you can tell their ancestry)?How old is this creature?What emotion or sensation were they feeling just before their blood was shed?What is the creature's highest rated Experience (or general specialty if they don't have an experience)?When you taste the blood of a creature in this way, gain a +1 bonus to your attack rolls against them.
When you taste at least a drop of blood from a creature, you can spend any number of Hope and ask the GM that many questions from the following list:
When you taste the blood of a creature in this way, gain a +1 bonus to your attack rolls against them. |
1 |
| 1 | Spell | Blood Spike |
Make a Spellcast Roll against a target within Close range.
Make a Spellcast Roll against a target within Close range. On a success, spend a Hope to deal d8+2 magic damage to the target using your Proficiency, and the target marks a Stress. If you have at least 3 Hit Points marked, the damage die is a d10 instead. |
1 |
| 1 | Spell | LIFEBLOOD TALISMAN |
Mark a Hit Point to conjure a talisman infused with your life essence.
Mark a Hit Point to conjure a talisman infused with your life essence. The Talisman appears in your hand, and whoever carries the talisman gains its benefit: Whenever the talisman's bearer marks 2 or more Hit Points, they can spend a Hope to reduce the number of hit points marked by 1. The talisman disappears if you have no Hit Points marked or you use this spell again. |
0 |
| 2 | Ability | Palpitations |
Your practice of blood magic has seeped into your bloodstream, enhancing your vitals in moments of urgency.
Your practice of blood magic has seeped into your bloodstream, enhancing your vitals in moments of urgency. When you roll with advantage, use a d8 instead of a d6 as your advantage die if you have 1 or more Hit Points marked. The the target is a creature from your most recent Grim Psychometry vision, this die increases to a d10 instead. Additionally, once per long rest, you can spend a Hope to calm yourself or a willing creature within Close range, letting the target clear 2 Stress. |
2 |
| 2 | Spell | Brand of Castigation |
When you succeed on an attack roll against a target, you can mark a Stress to Brand them until you take a long rest or cast this spell again.
When you succeed on an attack roll against a target, you can mark a Stress to Brand them until you take a long rest or cast this spell again. You always know the direction of the Branded target. If the Branded target deals damage to you, you can remove the Branded condition to make them mark 2 Stress. |
1 |
| 3 | Ability | Power Through Pain |
If you have at least one Hit Point Marked, you gain a bonus to your damage rolls.
If you have at least one Hit Point Marked, you gain a bonus to your damage rolls. The bonus equals twice your number of marked Hit Points. |
2 |
| 3 | Spell | Burning Gore |
Make a Spellcast Roll (13).
Make a Spellcast Roll (13). On a success, mark a Hit Point to infame a group’s lifeblood within Far range, making each target mark a Hit Point. If you have at least 3 Hit Points marked, each target marks 2 Hit Points instead. |
3 |
| 4 | Spell | Grisly harpoon |
Make a Spellcast Roll against a creature within Far range.
Make a Spellcast Roll against a creature within Far range. On a success, mark a Stress to throw a conjured harpoon of magic blood at the target, dealing d10 magic damage using your Proficiency. Then you can pull yourself into Melee range with the target or pull the target into Melee range with you. Alternatively, if you target an unheld object or terrain within Far range, make a Spellcast Roll (13). On a success, you pull the object to you, or you pull yourself to the terrain. |
1 |
| 4 | Spell | Weave the flesh |
Once per long rest, you can mark a Hit Point to clot, suture, and fortify others with your own lifeblood.
Once per long rest, you can mark a Hit Point to clot, suture, and fortify others with your own lifeblood. Each willing target within Very Close range clears a Hit Point and an Armour Slot. |
1 |
| 5 | Spell | Parasite of the will |
Make a Spellcast Roll against an adversary within Close range.
Make a Spellcast Roll against an adversary within Close range. Once per rest on a success, mark a Hit Point to Infect the target with a tiny magical bloodworm. Presence Rolls against the Infected target have advantage. When the Infected target makes an attack roll, you can spend a Hope to give the roll disadvantage. The Infected condition lasts until you take a rest or you sacrifice the bloodworm to make the Infected target mark a Hit Point. |
2 |
| 5 | Spell | Viscous Form |
Mark a Stress to place a number of tokens equal to your Spellcast trait onto this card and transform into a pool of blood.
Mark a Stress to place a number of tokens equal to your Spellcast trait onto this card and transform into a pool of blood. Remove a token each time you make an action roll or take damage. You drop out of this form when you remove the last token on this card. While in blood form, you gain resistance to physical damage and can slither through any space a liquid can traverse. |
1 |
| 6 | Spell | Blood bind |
Make a Spellcast Roll against an adversary within Close range.
Make a Spellcast Roll against an adversary within Close range. On a success, mark a Stress as you slow the target’s vitality. The target is temporarily Restrained and Vulnerable. Each time the target is spotlighted while either of these conditions persists on them, the target marks a Stress. |
1 |
| 6 | Spell | Life Link |
Make a Spellcast Roll (14).
Make a Spellcast Roll (14). Once per rest on a success, you conjure a magical tether between yourself and a willing target within Close range that lasts until the end of the scene. When either tethered creature would mark a Hit Point, the other tethered creature can mark a Hit Point instead. |
0 |
| 7 | Ability | Blood-Touched |
While 4 or more of the domain cards in your loadout are from the Blood domain, gain the followingbenefits:• You gain a Hope when you take Major or greater damage.• When you make a Spellcast Roll, you can spend a Hope to gain a bonus equal to the number of Hit Points you have marked.
While 4 or more of the domain cards in your loadout are from the Blood domain, gain the following benefits: • You gain a Hope when you take Major or greater damage. • When you make a Spellcast Roll, you can spend a Hope to gain a bonus equal to the number of Hit Points you have marked. |
2 |
| 7 | Ability | Vampiric Strike |
When you deal Major or greater damage to an adversary within Close range, you can mark a Stress to clear a Hit Point.
When you deal Major or greater damage to an adversary within Close range, you can mark a Stress to clear a Hit Point. |
2 |
| 8 | Ability | Vital ward |
Choose the physical or magic damage type, and make a Spellcast Roll (15).
Choose the physical or magic damage type, and make a Spellcast Roll (15). On a success, you trace a Very Close circle of blood on the ground around you that grants creatures of your choice inside it resistance against that damage type. The circle lasts until you take Major or greater damage, move outside the circle, or cast this spell again. |
1 |
| 8 | Spell | Bleeding Tree |
Once per long rest, when an adversary within Close range is defeated, you can cause their body to eruptwith a twisting, veiny tree that oozes life force.
Once per long rest, when an adversary within Close range is defeated, you can cause their body to erupt with a twisting, veiny tree that oozes life force. Place a number of tokens on this card equal to your Spellcast trait. An ally within Melee range of the tree can spend a token from this card to siphon life force from the tree and clear a Hit Point. |
2 |
| 9 | Spell | Glyph of Hemorrhaging |
Make a Spellcast Roll against a target within Close range.
Make a Spellcast Roll against a target within Close range. On a success, spend a Hope to mark the target with a magical glyph that causes them to bleed profusely. Until the glyph fades, damage the target takes is increased by one threshold. The glyph fades when you take a rest, you cast this spell again, or the target takes Severe or greater damage. |
3 |
| 9 | Spell | Ichor Wave |
Mark a Hit Point to make a Spellcast Roll against all targets within Close range in front of you.
Mark a Hit Point to make a Spellcast Roll against all targets within Close range in front of you. On a success, deal d10 magic damage using the number of Hit Points you have marked instead of your Proficiency. On a failure, deal half damage. |
3 |
| 10 | Ability | Scabrous Adamance |
Your wounds seal into armored scabs.
Your wounds seal into armored scabs. When you mark 2 or more Hit Points from an attack, clear an Armor Slot. |
1 |
| 10 | Spell | SANGUINE FEAST |
Make a Spellcast Roll against an adversary within Close range.
Make a Spellcast Roll against an adversary within Close range. Once per rest on a success, roll a number of d6s equal to the number of Hit Points you have marked, and you can mark an additional Hit Point to reroll any number of these dice. The target marks a Hit Point for each result of 4 or higher. |
2 |
Domain cards
1
BLOOD CONNOISSEUR
When you taste at least a drop of blood from a creature, you can spend any number of Hope and ask the GM that many questions from the following list:
What kind of creature is it (if humanoid you can tell their ancestry)?
How old is this creature?
What emotion or sensation were they feeling just before their blood was shed?
What is the creature's highest rated Experience (or general specialty if they don't have an experience)?
When you taste the blood of a creature in this way, gain a +1 bonus to your attack rolls against them.
1
Blood Spike
Make a Spellcast Roll against a target within Close range. On a success, spend a Hope to deal d8+2 magic damage to the target using your Proficiency, and the target marks a Stress. If you have at least 3 Hit Points marked, the damage die is a d10 instead.
1
LIFEBLOOD TALISMAN
Mark a Hit Point to conjure a talisman infused with your life essence. The Talisman appears in your hand, and whoever carries the talisman gains its benefit: Whenever the talisman's bearer marks 2 or more Hit Points, they can spend a Hope to reduce the number of hit points marked by 1. The talisman disappears if you have no Hit Points marked or you use this spell again.
2
Palpitations
Your practice of blood magic has seeped into your bloodstream, enhancing your vitals in moments of urgency. When you roll with advantage, use a d8 instead of a d6 as your advantage die if you have 1 or more Hit Points marked. The the target is a creature from your most recent Grim Psychometry vision, this die increases to a d10 instead.
Additionally, once per long rest, you can spend a Hope to calm yourself or a willing creature within Close range, letting the target clear 2 Stress.
2
Brand of Castigation
When you succeed on an attack roll against a target, you can mark a Stress to Brand them until you take a long rest or cast this spell again. You always know the direction of the Branded target. If the Branded target deals damage to you, you can remove the Branded condition to make them mark 2 Stress.
3
Power Through Pain
If you have at least one Hit Point Marked, you gain a bonus to your damage rolls. The bonus equals twice your number of marked Hit Points.
3
Burning Gore
Make a Spellcast Roll (13). On a success, mark a Hit Point to infame a group’s lifeblood within Far range, making each target mark a Hit Point. If you have at least 3 Hit Points marked, each target marks 2 Hit Points instead.
4
Grisly harpoon
Make a Spellcast Roll against a creature within Far range. On a success, mark a Stress to throw a conjured harpoon of magic blood at the target, dealing d10 magic damage using your Proficiency. Then you can pull yourself into Melee range with the target or pull the target into Melee range with you.
Alternatively, if you target an unheld object or terrain within Far range, make a Spellcast Roll (13). On a success, you pull the object to you, or you pull yourself to the terrain.
4
Weave the flesh
Once per long rest, you can mark a Hit Point to clot, suture, and fortify others with your own lifeblood. Each willing target within Very Close range clears a Hit Point and an Armour Slot.
5
Parasite of the will
Make a Spellcast Roll against an adversary within Close range. Once per rest on a success, mark a Hit Point to Infect the target with a tiny magical bloodworm.
Presence Rolls against the Infected target have advantage. When the Infected target makes an attack roll, you can spend a Hope to give the roll disadvantage. The Infected condition lasts until you take a rest or you sacrifice the bloodworm to make the Infected target mark a Hit Point.
5
Viscous Form
Mark a Stress to place a number of tokens equal to your Spellcast trait onto this card and transform into a pool of blood. Remove a token each time you make an action roll or take damage. You drop out of this form when you remove the last token on this card. While in blood form, you gain resistance to physical damage and can slither through any space a liquid can traverse.
6
Blood bind
Make a Spellcast Roll against an adversary within Close range. On a success, mark a Stress as you slow the target’s vitality. The target is temporarily Restrained and Vulnerable. Each time the target is spotlighted while either of these conditions persists on them, the target marks a Stress.
6
Life Link
Make a Spellcast Roll (14). Once per rest on a success, you conjure a magical tether between yourself and a willing target within Close range that lasts until the end of the scene.
When either tethered creature would mark a Hit Point, the other tethered creature can mark a Hit Point instead.
7
Blood-Touched
While 4 or more of the domain cards in your loadout are from the Blood domain, gain the following
benefits:
• You gain a Hope when you take Major or greater damage.
• When you make a Spellcast Roll, you can spend a Hope to gain a bonus equal to the number of Hit Points you have marked.
7
Vampiric Strike
When you deal Major or greater damage to an adversary within Close range, you can mark a Stress to clear a Hit Point.
8
Vital ward
Choose the physical or magic damage type, and make a Spellcast Roll (15). On a success, you trace a Very Close circle of blood on the ground around you that grants creatures of your choice inside it resistance against that damage type.
The circle lasts until you take Major or greater damage, move outside the circle, or cast this spell again.
8
Bleeding Tree
Once per long rest, when an adversary within Close range is defeated, you can cause their body to erupt
with a twisting, veiny tree that oozes life force. Place a number of tokens on this card equal to your Spellcast trait.
An ally within Melee range of the tree can spend a token from this card to siphon life force from the tree and clear a Hit Point.
9
Glyph of Hemorrhaging
Make a Spellcast Roll against a target within Close range. On a success, spend a Hope to mark the target with a magical glyph that causes them to bleed profusely. Until the glyph fades, damage the target takes is increased by one threshold.
The glyph fades when you take a rest, you cast this spell again, or the target takes Severe or greater damage.
9
Ichor Wave
Mark a Hit Point to make a Spellcast Roll against all targets within Close range in front of you. On a success, deal d10 magic damage using the number of Hit Points you have marked instead of your Proficiency. On a failure, deal half damage.
10
Scabrous Adamance
Your wounds seal into armored scabs. When you mark 2 or more Hit Points from an attack, clear an Armor Slot.
10
SANGUINE FEAST
Make a Spellcast Roll against an adversary within Close range. Once per rest on a success, roll a number of d6s equal to the number of Hit Points you have marked, and you can mark an additional Hit Point to reroll any number of these dice. The target marks a Hit Point for each result of 4 or higher.
SANGUINE FEAST
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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SANGUINE FEAST Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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