Bhaalspawn (5e Class)

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Bhaalspawn[edit]

Bhaalspawn is the name given to all the children of Bhaal the Lord of Murder. Bhaalspawn mostly seemed like normal members of their race at first. Part of their souls were divine, however, and this would eventually reveal them, sometimes granting supernatural powers of different kinds but usually also tempting them to evil and murder. Individual reactions were very different, however. The personalities of individual Bhaalspawn were just as varied as those of other people, but they all had to deal with similar issues when their other side manifested itself.

Bhaal had a purpose for his spawn, the purpose of fueling his resurrection. Bhaal had foreseen his own death and, being unable to prevent it, he instead started planning his resurrection by creating armies of offspring, each carrying small amount of his divine essence. He also created the Mana Forge, in which the divine parts of his children's souls would be stored after their deaths.

If Bhaal's plans had gone as they were meant to, the Bhaalspawn would have destroyed each other until none remained, at which point the essence of Bhaal scattered among them would have accumulated, and his chosen follower, Amelyssan, would have performed rituals that would have brought him back. Neither Amelyssan nor the last Bhaalspawn complied with these plans, however.

Symbol of Bhaal.jpg


Blade of the First Blood[edit]

1D4+2 Piercing Damage

Improved Critical: The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.

True Strike - (bonus action) Divination Cantrip

(Main Hand Only) Exploit Weakness: Creatures hit with this weapon receive Vulnerability to Piercing Damage.

(Off-Hand Only) True Strike Riposte: When a creature misses you with a melee attack, you may retaliate and gain True Strike.

Armor Class +1

Bound Weapon


Crimson Mischief[edit]

1D6 Piercing Damage

1D4 Necrotic Damage

Prey Upon the Weak: This weapon deals an additional 1D4 Piercing damage against targets with 50% of their hit points or fewer.

(Main Hand Only) Redvein Savagery: When you make an attack with Advantage, the target takes an additional 7 Piercing damage.

(Off-Hand Only) Crimson Weapon: When you make an attack with your off hand weapon, you can add your Ability Modifier to the damage of the attack.


Shapechanger[edit]

As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.

Blade of the First Blood.png

Class Features

As a Bhaalspawn you gain the following class features.

Hit Points

Hit Dice: 1d8 per Bhaalspawn level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Bhaalspawn level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, rapiers, shortswords
Tools: Thieves' Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Bhaalspawn

Level Proficiency
Bonus
Features Sneak Attack
1st +2 Expertise, Sneak Attack, Thieves' Cant 1d6
2nd +2 Cunning Action 1d6
3rd +2 Dread Ambusher 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Precision 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Puncture 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Cruel 7d6
14th +5 Blindsense 7d6
15th +5 Umbral Shroud 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Savage Critical 9d6
18th +6 Assassinate 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Slayer Form 10d6

Expertise[edit]

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack[edit]

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Bhaalspawn table.

Thieves' Cant[edit]

During your Bhaalspawn training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action[edit]

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Dread Ambusher[edit]

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Uncanny Dodge[edit]

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Precision[edit]

Starting at the 6th level the number you need to roll a Critical Hit while attacking is reduced by 1.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Puncture[edit]

You have achieved a penetrating precision in combat, granting you the following benefits: Increase your Strength or Dexterity by 1, to a maximum of 20. When you hit a creature with an attack that deals piercing damage, reroll any 2 or lower on the damage dice. When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Reliable Talent[edit]

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10

Cruel[edit]

The tainted blood in your veins has led you to delight in inflicting bloodshed and pain. At the 13th level you gain a number of cruelty dice equal to your proficiency bonus. Your cruelty dice are d6s. You can roll only one cruelty die per turn, and a cruelty die is spent when you roll it. You can roll a cruelty die under any of the following circumstances, with the indicated result:

  • When you deal damage to a creature, spend one cruelty die to deal extra damage to the creature equal to the roll.
  • When you score a critical hit, spend one cruelty die to gain temporary hit points equal to the roll.
  • When you make a Charisma (Intimidation) check, spend one cruelty die and add the roll to your check.

You regain all spent cruelty dice when you finish a long rest.

Blindsense[edit]

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Umbral Shroud[edit]

Starting at the 15th level you may use an action to wrap yourself in shadows to become Invisible. Invisibility last 10 rounds, it ends early if you attack, cast another spell, take an action, or take damage. You also gain the effect of Umbral Shroud upon dealing a killing or downing blow.

Savage Critical[edit]

Starting at the 17th level all critical damage rolls deal maximum damage.

Assassinate[edit]

Starting at 18th level when you roll a critical on an attack roll while invisible, the target must make a Constitution save against a DC of 8 + your proficiency bonus + your Dexterity modifier or is reduced to 0 hit points.

Slayer Form[edit]

Starting at level 20 once per long rest you may use Slayer Form as an action. Slayer Form allows you to transform into a unique, monstrous entity called the Slayer, which is derived from the divine avatar once possessed by Bhaal himself.

Effects of the Slayer Change

Lasts 10 turns or until killed.

Protection from spell: Finger of Death, Imprisonment

Immune to effect: Charm Creature, Confusion, Hold Creature, Imprisonment, Level drain, Panic, Power Word: Sleep, Stun, Sleep.


Set HP: 153 Set base AC: 16

Set Constitution, Strength, and Dexterity: 25

  • Slay: You may use an action to deal 12D6+7 Slashing Damage
  • Let the Slaughter Begin: As a Bonus Action you may do a roar in a 40ft range. Enemies who fail a Constitution save against a DC of 8 + your proficiency bonus + your Dexterity modifier are marked, and their deaths give the Slayer Form 20 temporary Hit Points.
  • Sumptuous Blood Bath: As an Action, you cleave up to 15ft in front of you to deal 6D10 Slashing damage on a failed Constitution save against a DC of 8 + your proficiency bonus + your Dexterity modifier. On a save, targets take half damage.
  • Multiattack: x4 4D4 +4 Piercing Damage
  • Relentless Lunge: As a Bonus Action you leap and smash into foes, dealing 4d6+7 Bludgeoning damage. On a failed Strength save against a DC of 8 + your proficiency bonus + your Dexterity modifier, the target goes Prone for 2 turns. 40ft range and costs a bonus action.<!-stealthy, often with low hit points-><!-transforms into something completely different->