Black Blooded (5e Class)
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Black Blood
Black blood is a synthetically made and weaponized bodily fluid that coexists with the blood cells in the body. This is a virus crafted in order to gain large amounts of power quickly. Black Blooded do severe harm to themselves in order to gain control over the battlefield.
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Caleb, the Bloodmancer Corpse by Alexandre Chaudret |
- Quick Build
You can make a Black Blood quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Take the Soldier background.
Class Features
As a Black Blooded you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Black Blooded level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Black Blooded level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple melee weapons, martial melee weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose 2 of the following: Acrobatics, Athletics, Insight, Intimidation, Perception, Stealth, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Light Crossbow and 20 bolts or (b) Any simple weapon
- (a) One martial melee weapon or (b) Two simple melee weapons
- (a) Explorer's pack or (b) Dungeoneer's pack
- (a) Two Daggers or (b) Healer's Kit
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Blood Pool |
2nd | +2 | Archetype, Blood-weapon |
3rd | +2 | Blood Trap |
4th | +2 | Ability Score Improvement |
5th | +3 | Blood Siphon |
6th | +3 | Archetype, Blood Movement |
7th | +3 | Blood-Weapon improvement |
8th | +3 | Ability Score Improvement |
9th | +4 | Blood Shift |
10th | +4 | Archetype, Chaotic Blood |
11th | +4 | Blood Spawn |
12th | +4 | Ability Score Improvement |
13th | +5 | Bleed Out |
14th | +5 | Archetype, Improved Blood Pool |
15th | +5 | Wall of Blood |
16th | +5 | Ability Score Improvement |
17th | +6 | Deform |
18th | +6 | Flow |
19th | +6 | Ability Score Improvement |
20th | +6 | Blood Rain |
Blood Fuel
The black blooded class uses your hit points to fuel many of its effects. You can't spend hit points if it would reduce you to 0 hit points.
Some black blooded features require you to make an attack roll, or require creatures to make a saving throw to resist the feature's effects. The attack bonus and saving throw DC are calculated as follows:
Black blooded spell attack bonus = your Constitution modifier + your proficiency bonus Black blooded save DC = 8 + your Constitution modifier + your proficiency bonus
Blood Pool
You can use your action to deal 1 or more typeless damage to yourself and throw a drop of blood on the ground beneath you, which rapidly grows to cover an area in a radius of 5 feet per point of damage you dealt to yourself, to a maximum of your black blooded level. The first time a creature other than you enters an area covered in a blood pool or starts its turn there, they must succeed on a Dexterity saving throw or take acid damage equal to 1d4 + your Constitution modifier. This damage increases by 1d4 when you reach 5th level (2d4), and again when you reach 11th level (3d4) and 17th level (4d4).
If a blood pool takes any fire damage, it explodes, dealing 1d6 fire damage to each creature within 5 feet of the blood pool. A creature may make a Dexterity saving throw, taking no fire damage on a successful saving throw.
Blood pools last for 1 minute, or until they explode. If two or more blood pools overlap, a creature suffers the ill effects of only one blood pool.
Blood Weapon
Starting from 2nd level, you can use your bonus action to deal 2 typeless damage to yourself and magically form a melee weapon out of blood in your hand. This weapon lasts for 1 minute or until it leaves your hand, and deals damage equal to 1d8 + your Strength modifier on a hit. You choose the damage type of the weapon when you form it, choosing from bludgeoning, piercing, or slashing. While you are standing on a blood pool, you deal additional damage equal to your Constitution modifier.
The damage dealt by your blood weapon increases by 1d8 when you reach 7th level (2d8), and again when you reach 13th level (3d8).
By expending 5 health as an action you may make a ranged attack with 10/20 ft range dealing the damage as above, but also forms a Blood Pool under the target.
Blood Trap
Starting from 3rd level, you may deal an additional 3 damage to yourself when you use your Blood Pool class feature. If you do so, the pool shifts and stills, lasting 1 hour instead of 1 minute. It also becomes harder to notice, requiring an Intelligence (Investigation) or Wisdom (Perception) check with a DC equal to your black blooded save DC. If a blood trap created using this feature overlaps with a blood pool not created using this feature, creatures are affected by both the blood pool and the blood trap while in the overlapping area.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2 or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Blood Siphon
Starting from 5th level, you may make a melee spell attack, dealing necrotic damage equal to your black blooded level if the target is living, and you recover hit points equal to the necrotic damage dealt.
You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain expended uses of this feature after completing a long rest.
Bloody Movement
Starting from 6th level, instead of moving on your turn, you can teleport to a nearby blood pool, dealing 2 typeless damage to yourself for every 5 feet of distance between you and the blood pool you are teleporting to. This teleportation has a maximum range equal to 15 feet times your black blooded level.
Blood Weapon Improvement
At 7th level, you may spend up to your class level hp before making an attack with Blood Weapon. If the attack hits, it deals extra damage equal to twice the HP spent. Any Blood Pools within 30 feet may be ended as a part of this, for each ended, it counts as 1 hp spent.
Blood Shift
At 9th level, as a bonus action you may begin heavily bleeding. Whenever you activate this ability, and at the beginning of each of your turns after, you spend 2d4 health, and form a Blood Pool beneath you. This may be ended as a bonus action.
While within 100 feet of a Blood Pool, whenever a creature would be affected by a Blood Pool you can see, you may spend 2 hp to cause them to become unaffected until the end of your turn. This may be done before any sort of roll or check is made involving the Blood Pool for that interaction. While using Blood Shift, the cost is reduced to 1 hp.
Chaotic Blood
At 10th level, whenever you are reduced to 0 hp, but are still alive, you may fail a Death save a conjure a Beast with CR no higher than 1/2 your level. This Beast acts as if you were commanding it even though you may not normally be able to command it. This Beast lasts a number of rounds equal to your Constitution Mod + Class Level. At the start of each of your turns, before making a Death Save, you may take a failure to summon another Beast, then roll your Death Save. This may be used to summon a number of creatures up to your Con Mod per long rest.
Blood Spawn
At 11th level, as an action while within 5 feet of a Blood Pool, choose a Beast with CR no higher than 1/2 your level, spend HP equal to the Beast's HP. The Blood Pool then ends and is replaced with a blood version of that Beast which is under your control. It acts as a well trained animal, and has no special connection to you. This Beast is vulnerable to fire, and lasts a number of minutes equal to your Con Modifier.
Bleed Out
At 13th level, whenever a creature that you can see and is not a construct or undead within 30 feet of you takes damage, you may use your reaction to cause the target to have more blood flow out of them. This deals damage equal to Blood Weapon or no damage on a successful Con save. You may apply Blood Weapon Improvement before the Con save is made. This may be used once per short or long rest.
Improved Blood Pool
At 14th level, when using any feature that produces a blood pool, you may spend twice as much hit points to make two blood pools instead of one.
Wall of Blood
At 15th level, as an action you may expend hp up to your class level a number of Blood Pools up to your Con Mod each expand to cover a 5 ft wide by 10 ft long by 10 ft high area. These may not over lap, but can stop short of one another. Each 5 foot segment of the walls each have 5 hp x hp spent and are vulnerable to fire. The wall no longer counts as a Blood Pool and does not deal any damage. The walls lasts up to 1 hour.
Deform
At 17th level, as a reaction you may spend 5 hp up to 5 x Class Level and teleport 5 feet per 5 hp spent. This creates a Blood Pool at both the area you teleported from and to.
Flow
At 18th level, Improved Blood Pool replace how many Blood Pools are created by spending twice hp with a number of Blood Pools equal to your Con Mod.
Blood Rain
At 20th level, by spending 20 health as a standard action, create 20 Blood Pools within 100 feet, after this all abilities that cost health are reduced to 1/4th their normal cost (rounded up) for 1 minute. You cannot use this feature again until you finish a short rest.
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