Blood Lord (5e Class)
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Blood Lord
"Take this, and this, and this, and a little more of this..." -Quote from a blood mage who cast too many spells.
Blood Lord
Blood Lords are usually people who has excessive pride and confidence in their abilities, so much so that they have resorted to using their own life's essence to cast spells. A blood mage usually recognizes that manipulating the essence of life can be a dangerous endeavor. However, there have been numerous instances of blood mages both weak and powerful who have met demise thinking they could cast 1 more spell only for the spell to fail at an unfortunate time because they lacked the necessary sacrifice to cast the spell. No harm, no foul eh, well maybe a lot harm is needed for a spell to work.
Creating a Blood Lord
Why did you decide to become an adventurer? How did you stumble upon blood magic and why did you decide it was the magic for you? Was it because of your self-confidence, was it taught to you, or was it last ditch attempt at learning magic because of your poor spell casting?
- Quick Build
You can make a blood lord quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom then Dexterity. Second, choose the charlatan background. Your Spellcasting attribute is Wisdom
Source |
Class Features
As a Blood Lord you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Blood Lord level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Blood Lord level after 1st
- Proficiencies
Armor: Light
Weapons: Simple weapons and light crossbows
Tools: Alquimist
Saving Throws: Constitution, Wisdom
Skills: Choose three from Acrobatics, Arcana, Deception, Insight, Investigation, Perception, Persuasion, and Stealth.
- 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) a component pouch or (b) an arcane focus
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) a potion of healing or (b) Leather armor
- Grimoire
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Blood Buffer |
2nd | +2 | Blood Deal, Blood Pool |
3rd | +2 | Healthy, Bonus Feat |
4th | +2 | Ability Score Improvement, Blood Spike |
5th | +3 | Blood Price, Bonus Feat |
6th | +3 | Blood Deal Feature |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | Bonus Feat |
10th | +4 | Blood Deal Feature |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | Bonus Feat |
14th | +5 | Blood Deal Feature |
15th | +5 | Death's Door |
16th | +5 | Ability Score Improvement, Bonus Feat, Pool of Life |
17th | +6 | — |
18th | +6 | Blood Deal Feature |
19th | +6 | Ability Score Improvement, Bonus Feat |
20th | +6 | Blood Boil |
Giant's Bloodlust
By 1st level, you may add your constitution modifier to your hit calculation,CD and for magic slots(maximum +1 for level 9,8 spells/+2 for level 7,6 spells/+3 for level 5,4 spells).
Blood Buffer
By 1st level, you have gained Temp hp equal to Constitution Modifier x Blood Mage level x Proeficiency Bonus. You regain all Temp Hp after a quick rest and can heal your temp HP
Blood Deal
At 2nd level, you may choose a Blood Deal, which grants you features at 2nd level and again at 4th, 6th, 10th, 14th and 18th levels.
Blood Pool
At 2nd level, creatures you attack with a piercing or slashing weapon create a blood pool beneath their feet, when you siphon health from yourself you also create a blood pool(the color of your blood pool is Black)
Healthy
By 3rd level, a blood lords heartiness is starting to affect you. Gain 10 hp+5 per level after 3.
Bonus Feat
When you reach 3rd, 5th, 9th, 13th, 16th and 19th levels, you can choose a Bonus Feat.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your 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 Price
By 5th level, you have figured out how to take an extra attack, you may pay 15 life to take an extra attack. (you may only use this feature twice per long rest)
Death's Door
By 15th level, you are constantly flirting with death and have gotten used to it. You are immune to necromancy spells, and resistance to necrotic damage.
Pool of Life
At 16th level, you heal 2d6 hp when walking over a blood pool. 1d6 if it was your own blood
Blood Boil
By 20th level, you have attained mastery over blood magic. Lower the cost of health you pay by 5
Vladimir
A blood mage who is based around the blood flow in combat.
Crimson Pact
By 2nd level, You gain temporary health equal to your Blood Buffer + Blood Lord level, your Blood abilities deal an additional d6 of damage (+1 die per 10 points of Maximum Temp Health)
Transfusion
By 2nd level, you can drain the health from a target creature dealing 3d6 damage and healing for half, you gain a Blood Charge. you may store 2 blood charges and can use both to deal 6d6 and heal for 100% of the damage dealt.(the target must pass a resistence saving throw, if he succeeds, inflicts half of the damage)
Blood Tide
By the 4th level, you are already familiarized to the blood inside the others, you can drain the health from creatures of your choice (maximum of 5) in a 60ft radius area dealing 3d6 and healing the half, if you are with 50% or less of health heal all the damage caused. (the target must pass a resistence saving throw, if he succeeds, inflicts half of the damage)
Blood Sense
By the 4th level,You're so familiarezed to blood, that you can feel blood in a 15 miles area, to detect a specific creature in the area, you should take a test of wisdom
Blood reaper
By 6th level, you siphon 10 health from yourself to create a blade of blood, the blood blade deals 2d8 slashing damage and causes the creature to bleed(this bleed doesn't do damage). you may siphon the blood created by the attacks of this blade to increase its damage(+1d8 damage per Siphoned blood absorbed from the ground), if you do a critic atack with the sword, do an extra atack (1d8) and heal 100% of the damage caused
Blood infusion
By 6th level, you can boil your own blood, increasing your magical resistance, and increasing your speed (gain +2 AC) and damage of your physical attacks (handgun attacks have an advantage) and you atack twice. if you are at 50% or less hp, recover 50% of the maximum life. This effect can be used as a bonus action, and can last up to 3 rounds.
Sanguine's Pool
By 8th level, you can use a move action, bonus action, or reaction to enter Sanguine's Pool. upon entering Sanguine's Pool you lose 30 health but become untargetable for 2 turns gaining +10 to speed and healing for 100% of the damage of the pool. The pool deals 2d8 damage per turn and have 30ft of radius . (cannot be used again until you complete a quick rest)
Hemoplague
By 10th level, you have learned how to directly pull life out of creatures, you emit a geyser of blood (30ft area) to erupt from a target location in a 60ft radius, this geyser deals 5d8 damage and leaves a curse on the targets hit, targets hit by the geyser take 50% more damage until the start of their next turn. At the start of their next turn you heal equal to the damage they took until the curse wore off.(cant be used again until completing a long rest)
Blood God
by the 14th level, you can control blood so well,that you can assume an evolved form, you can directly control the blood of other creatures, to get into the blood god form, you siphon 50 of life from yourself , after that, you can no longer miss blood attacks and can paralyze one target for a turn (every 2 turn). [this ability can be used as a bonus action]
Blood Demon
By the 18th level, after casting the Blood God form, you can enter in to the Blood Demon form. When casted you can choose a creature to drain 10% of it's actual health, Add the drained health to you temporary life. As a Blood Demon your Bloodlust is higher than never, all your transfusions are buffed and the damage of Blood Tide is doubled and all your damage is necrotic
Blood Rage
A blood lords who specializes in tank stats.
Toughness
Starting at level 2 you gain +3 additional hp and an additional +1 per level past 2
Blood Scent
Starting at level 6 when there is blood in the air you can follow its trail, gain advantage on Survival Checks to follow a blood scent
Blood Armor
When you reach level 10, whenever you take damage from an attack your blood condenses around you forming blood armor reducing the damage of the next attack against you by half what you took
Blood Defense
By 14th level, you've learned the ways of the Blood defense and can now make a Blood Shield, This shield gives a +2 bonus to Ac and lasts as long as there is blood to funnel into the shield.(if there isn't any blood to funnel into the shield the shield disappears)
Blood Infused Rage
By 18th level, you've finally unlocked the ability to enter a Blood based rage, upon getting below 50 points of health you enter Blood Infused Rage healing 2d6 hp per pool of blood around you, while in blood rage your attacks deal an additional 2d8 necrotic damage, you heal from necrotic damage resist force damage and shock increases the damage you deal by an additional d8 lightning damage.(you leave blood infused rage if you are restored to full hp, you can not use this ability again until you complete a long rest)
Soul Restoration
A blood lord who specializes in providing support.
Blood Reserve
By 2nd level, you gain a set of reverse health in case you get low to pull resources from. The pool is equal to your Con modifier + your Blood Lord level + your Proficiency bonus
Type O Negative
By 6th level, you've learn that by sharing your blood with others that they seem to gain resistances to damage, Siphon 10 health to give an ally resistance to 1 chosen damage type
Blood Clot
By 10th level, you have learned how to channel some of your blood magic into healing. you can siphon up to 30 + your Blood Lord level health into an ally
Sacrifice
By 14th level, you have learned the ability to protect you allies from damage, you can siphon 15 health to negate 15 damage an ally would take(this must be used as a reaction when an ally is about to take damage)
Blood Enchanter
By 18th level, you have learned how to infuse blood with your allies, you can now increase the damage of their next attack by 2d8 necrotic damage by siphoning 20 health and infusing their weapon with your blood
Multiclassing
Prerequisites. To qualify for multi-classing into the blood lord class, you must meet these prerequisites: Constitution 13 and Wisdom 13.
Proficiency's. When you multi-class into the blood lord class, you gain the following proficiency's: simple weapons, Light Armour.
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