Blood (07/09/26)
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Domain overview
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Power Through Pain |
When you mark a Hit Point, place a token on this card.
When you mark a Hit Point, place a token on this card. On a successful attack, you can spend any number of tokens from this card to gain a 1d6 damage bonus on the attack for each token spent. This card can hold a maximum number of tokens equal to your Spellcast trait. Clear all tokens from this card when you take a long rest. |
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. When the bearer of the talisman would take Severe or greater damage, they can destroy the talisman and reduce the damage by two thresholds. The talisman otherwise disappears when you take a rest or cast this spell again. |
0 |
| 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 |
| 2 | Spell | Palpitations |
When you or an ally makes an action roll to frighten or intimidate a creature within Close range, you can spend a Hope to give the roll advantage.
When you or an ally makes an action roll to frighten or intimidate a creature within Close range, you can spend a Hope to give the roll advantage. On a success, the target marks a Stress. 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 |
| 3 | Spell | Blood Puppet |
Make a Spellcast Roll against an adversary within Close range.
Make a Spellcast Roll against an adversary within Close range. On a success, spend a Hope to do any of following in the order you choose: • You move the target up to Close range from their current position. To move the target into dangerous terrain, you must spend another Hope. • The target makes a standard attack against another target of your choice within the attack’s range. |
2 |
| 3 | Spell | Burning Gore |
Make a Spellcast Roll (13).
Make a Spellcast Roll (13). On a success, mark a Hit Point to inflame 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 Armor Slot. |
1 |
| 5 | Ability | 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 | Ability | 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 |
| 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 |
| 7 | Ability | 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.
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 | Spell | 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.
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. A PC 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 |
| 8 | Spell | 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 |
| 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
Power Through Pain
When you mark a Hit Point, place a token on this card. On a successful attack, you can spend any number of tokens from this card to gain a 1d6 damage bonus on the attack for each token spent. This card can hold a maximum number of tokens equal to your Spellcast trait. Clear all tokens from this card when you take a long rest.
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. When the bearer of the talisman would take Severe or greater damage, they can destroy the talisman and reduce the damage by two thresholds. The talisman otherwise disappears when you take a rest or cast this spell again.
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.
2
Palpitations
When you or an ally makes an action roll to frighten or intimidate a creature within Close range, you can spend a Hope to give the roll advantage. On a success, the target marks a Stress.
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.
3
Blood Puppet
Make a Spellcast Roll against an adversary within Close range. On a success, spend a Hope to do any of following in the order you choose:
• You move the target up to Close range from their current position. To move the target into dangerous terrain, you must spend another Hope.
• The target makes a standard attack against another target of your choice within the attack’s range.
3
Burning Gore
Make a Spellcast Roll (13). On a success, mark a Hit Point to inflame 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 Armor 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
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.
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.
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
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.
A PC 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.
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.
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
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