Black Blood, Variant 2 (5e Class)
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Design Note[edit]
This is a updated ,updated version of another homebrew class. Overall the character couldn't be a true tank, bruiser, or fighter. Unable to claim a niche role in any group. This patch is to bring a tad more logic as his Self Harming and Infused Weapon was really hard to take addvatage of also untill he reach lv3 he is feel really weak as Bloody Needles is his main ability but then when he reach 5lv where all classes gain extra attack or someting really good so he yet again feel a little weak this point and at lv7 yes he gain good power up but at this point is just ok. with this version on the class he must feel great at any lv because the new Blood Manipulation.
Black Blood[edit]
The child's back splits wide open, pouring a black fluid down and around him. The gangsters are confused. Did the kid cut himself?
Before they can react, the blood, black as night, flows out under and pierces them, hardening into heavy black spires topped with their twitching bodies. As they breathe their last, the blood recedes like a tide, slithering back up into the child from whence it came. The child grins a deranged smile up at the night.
Class Summary[edit]
Black blood is a synthetically made and weaponized bodily fluid that coexists with the blood cells in the body. This virus of sorts grants immense resistance and strength, allowing blood to remain outside the body indefinitely. It, however, forces your character to lose sanity when in combat or dealing with intense situations. Black Blood was originally created by a witch known for her immense power and horrible ways to force her son into becoming an all-powerful creature.
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Creating a Black Blood[edit]
When making a black blood, consider the following questions for your character: How did they come along this cursed power? Were they experiments, maybe? Are they in hardship with this consuming power? Do they let themselves go nuts or struggle and fight with themselves as they exist with it? Do they maybe even have a dual personality? Who are your parents, and are they even human? Those with black blood can be assumed to have very odd and gruesome histories that make their personalities all the more unique and interesting. Keep that in mind during character construction.
- Quick Build
You can make a black blood quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity. When creating a black blood, you must remember to keep your buff abilities ready or active because you will be dealing damage to yourself as well as the enemy targets quite often.
Class Features
As a Black Blood you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Black Blood level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Black Blood level after 1st
- Proficiencies
Armor: Light armor, medium armor, and shields
Weapons: Simple and melee martial weapons
Tools: None.
Saving Throws: Constitution or Dexterity and Strength
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) Scale Mail or (b) Leather Armor and shield
- (a) One martial melee weapon or (b) Two simple melee weapons
- (a) Diplomat's pack or (b) Dungeoneer's pack or (c) Explorer's pack
- (a) Dagger (1d4 piercing damage) or (b) Sickle (1d4 Slashing damage)
- (a) A cherished memento from your childhood before you became what you are or (b) A small trinket that helps keep you happy
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Self Harming, Blood Manipulation, |
2nd | +2 | Harden Blood, Infused Weapon |
3rd | +2 | Curdling Scream, |
4th | +2 | Ability Score Improvement, Cleansing Blood |
5th | +3 | Bloody Needles, Hard as Lead |
6th | +3 | Blood Sub-type Feature |
7th | +3 | Infused Weapon Improvement, Extra Attack |
8th | +3 | Ability Score Improvement |
9th | +4 | Blood Armor |
10th | +4 | Infused Weapon Improvement, Blood Sub-Type ability |
11th | +4 | Blood Javelin |
12th | +4 | Ability Score Improvement |
13th | +5 | Blood Clone, Extra Attack |
14th | +5 | Infused Weapon Improvement, Blood Subtype Feature |
15th | +5 | Blood Wings |
16th | +5 | Ability Score Improvement |
17th | +6 | Greater Harden blood |
18th | +6 | Infused Weapon Improvement. Blood Sub-Type Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Blood Tidal Wave |
Self Harming[edit]
Harm yourself as you harm your enemies. Starting 1st level, you may expend a bonus action to cut yourself with your dagger, sickle, or your infused weapon (if it does slashing damage). Whenever you move for the next 1d4+1 turns, you bleed on the ground and you are resistance to Acid damage. You may select up to 10 feet that you have occupied that has your blood on it. Any creatures that are standing on the 10 feet of space must succeed a Dexterity saving roll (DC=8+ your Constitution modifier and proficiency bonus) at the beginning of each of their turns where they continue to occupy that space. On failure, they take 2d4+ your Constitution modifier Acid damage and now containing one part of your blood(this can stack and is use mainly when you have Cleansing Blood) on successful throw they just take 1d4 damage. When your Self Harming ends all blood on the ground boil over dealing 1d4 of damage and then disappeared, Creatures containing your black blood keep it for 5 turns after Self Harming ends. You may use this feature twice, regaining uses upon finishing a short rest.
Scaling Damage: At 8th level, the damage increases to 4d4 acid damage+ your Constitution modifier, and at 15th level, it increases to 6d4.
Enhanced Uses: At 14th level, you can use this feature three times per short rest.
Blood Manipulation[edit]
Move the Blood: As a bonus action on your turn, you can cause up to 10 feet of bloodied space that you have left behind to shift to another location within 15 feet of its original spot to do this you must pay 1 hit point and you must be in 30f from the space you want to move. The blood moves across the ground, keeping its harmful properties. This allows you to strategically reposition the area of effect, forcing enemies into dangerous terrain or controlling the battlefield more effectively. Pooling Blood (Starting at 6th Level): When you move your blood, you can now combine it, expanding the area of effect. You can merge two adjacent 5-foot spaces of blood, turning them into a single 15-foot area. This area becomes more potent, and creatures standing in it have disadvantage on their Dexterity saving throws to avoid the damage and also take half damage on a successful throw and when the blood boil over if you want to you can make explodes with with double foot area and the damage go up to 2d4 damage(you are shielded from this damage).
Infused Weapon[edit]
Starting 2nd level, experimentation with your blood has caused your weapon to become infected with the same blood, and you are both now fused together. You can absorb your weapon into your body to eliminate carry weight, and manifest it into your hand without needing to take action.When the Self Harming feature is active, you may choose to use your Constitution modifier for attack and damage rolls instead of your usual modifier (Strength or Dexterity). Your weapon, being fused to you, gains sentience eventually. At 5th level, Whenever you deal damage with your infused weapon while Self Harming is in effect, you regain hit points equal to your Constitution modifier (minimum of 1). This effect can occur once per turn. your weapon becomes aware of its surroundings and takes on your alignment. You can speak telepathically with your weapon. At 7th level, your weapon grows in power and gains a +1 bonus to attack rolls. At 15th level your preferred weapon gains a +2 to attack rolls instead of +1 (choose 1 standard weapon to mark as your favorite) once your favorite weapon is selected it cannot be changed.
Harden Blood[edit]
Starting 2nd level, As a bonus action, you may harden your blood inside your veins. You may Roll a 1d6 and add your Constitution modifier to the roll and add the total as temporary hit points and you may also add your Constitution to your AC while not wearing armor. The temporary hp of Harden blood can only be used thrice before regaining all uses at the end of a long or short rest. In addition, while you retain any temporary hit points, you are resistant to Poison damage. You gain more uses and temporary hit points as you level up, with 4 uses and 2d6 at 6th level and 6 and 3d6 uses at 15th level.
Bloodcurdling Scream[edit]
Starting 3rd level, if Self Harming is in effect, your weapon is soaked in your blood. By expending an action, you can have this bloodstained weapon let out a terrifying and intense scream that affects everyone within 30 ft around your character. All creatures in the area who can hear the scream must succeed a Wisdom saving throw, DC= 10 + your Constitution modifier and proficiency bonus. Those that fail the roll will become paralyzed until their next turn. You may use this feature once, regaining use after a long rest. At 9th level you can use Bloodcurdling Scream each time you kill a creature outright. Creatures who are unable to hear at all (those that are completely deaf or lack the ability to hear) are unaffected.
Ability Score Increase[edit]
When you reach level 4, 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.
Cleansing Blood[edit]
At level 4 as an action while making contact with black blood or a creature containing your black blood you can absorb it, regaining 1 hp and gain 5f of move ones for the next turn.If you absorb your blood 3 times you gain one use of your Self Harming back. When the black blood is absorbed the effects it was causing will be eliminated.
Bloody Needles[edit]
Starting at 5rd level, Your blood can emerge from your body in sharp, needle-like spikes. You may expend an action to target a creature up to to 10 feet from you and deal 1d10 + your Constitution modifier piercing damage to the creature. If Harden Blood is not active, half the damage is dealt onto you. You may also use this feature as a reaction after receiving damage and deal 1d10 + your Constitution modifier piercing damage to a target of your choice within 10 feet of you. You can only use this ability as a reaction twice per short rest. This abilities damage increases by 1d10 when you reach 7th level (2d10), and 16th level (3d10).
Hard as Lead[edit]
Starting 5th level, Your blood has permanently hardened a little, and moves slowly through your body. This has caused your skin to be much firmer and tougher. When creatures make unarmed strikes or bite attack against you, the damage dealt is halved. Additionally, the attacker must succeed a Constitution saving throw (DC= 10 + your proficiency bonus and Constitution modifier) or be dealt the same amount of damage as you .Also at lv7 you also gain resistance to Bloody Needles. At 10th level your blood has hardened even more allowing you take roll a Constitution saving (DC 12) throw to reduce incoming slashing or piercing damage by 1d6 + Constitution modifier and on top of your resistance to Bloody Needles you may reduce the damage by 1D6 + Constitution.
Blood Infusion Sub-Type[edit]
Starting 6th level, You discover which Blood Sub-type of black blood you have been infected with. This determines how you fight in combat, and grants you different sets of abilities at later levels.
Extra Attack[edit]
Starting at 7th level whenever you take the attack action you may attack twice instead of once, at level 14 you can attack 3 times instead of twice.
Blood Armor[edit]
Starting 8th level using your blood to soak your body, it hardens into a full suit of armor that clings to your form. By expending an action, your base AC becomes 18 for up to 2 (1d4 + your Constitution modifier) turns. You may use this feature twice per long rest. At eleventh level you can this feature three times per long rest and gain one charge back per short rest.
Blood Javelin[edit]
Starting at 10th level you can make a large javelin using your blood. By expending an action, you create and hurl a javelin at an enemy up to 150 feet from you that you can see and has a clear path between. Make a ranged weapon attack roll against the creature and deal 6d6 + your Constitution modifier of acid damage upon a hit. You may use this feature once per long rest, you can use this feature again if you absorb a blood javelin thrown by you. If harden blood is not active you take 1d6 slashing damage per cast.
Blood Decoy[edit]
Starting 13th level, you can make a rough copy of yourself with your blood. By using an action, make an attack to cut yourself deeply, dealing 4 x your weapon damage die to yourself. The resulting blood Creates a clone made of your blood with half your hit point maximum, rounded down. The clone moves on your turn and can only move 30 feet away from you or it disperses and is no more. The clone retains your stats and abilities and cannot duplicate itself. You can expend a bonus action to dismiss the clone. The clone can perform basic actions and you can command it with a bonus action. As long as your clone is active, your hit point maximum is halved.
Blood Wings[edit]
Starting 15th level, it's time you earned your wings. By expending an action, you can have your blood burst out from your back, dealing 2d8 force damage to yourself. The blood then forms wings. You gain a fly speed equal to your walking speed and can fly as high as 60 feet for (5d8 + your Constitution modifier) turns. You may dismiss these wings with a bonus action, reabsorbing the blood healing yourself for 1d6 + Constitution modifier).
Greater Harden Blood[edit]
Starting 17th level, you can armor up even more with your blood, which is now even tougher. By expending an action, your blood hardens under your skin and you gain temporary hit points equal to 1D12 + your Constitution modifier. You can only use this feature twice and you regain all uses at the end of a long rest. In addition, while Greater Harden Blood is active, you are immune to poison damage and resistant to slashing and piercing damage.
Blood Tidal Wave[edit]
Starting 20th level, you can send a splash of your infected blood to destroy enemies. You may expend an action to gather a surge of black blood in your veins. You take 4 x your weapon damage die to stab your abdomen and release the flood. The resulting deluge affects a cone area in front of you up to 50 feet. Any being that is drenched in your blood must succeed a DC 25 Constitution saving throw or be inflicted with long-term madness on a success short-term madness and on a natural 1 indefinite madness. Additionally, the affected creature now has disadvantage on all Intelligence and Wisdom saving throws. They also take 4D12 Acid damage on failure, and half the damage if they succeed.
Blood Sub-type[edit]
This is where you choose your class option of sub-type for your character.
Infused Resonance[edit]
Your weapon and you form and unlikely bond, not one based on trust.
- Enchanced Scream
Starting at 6th level if you kill an enemy using your blood weapon or a black blood based ability you may automatically use Bloodcurdling Scream. This must be done immediately after an enemy is slain and you cannot move before using this ability.
- Second Act
Starting at 10th level your blood's separate personality can form into a physical manifestation that is always attached to you. Your blood's manifestation can make a bonus attack on creatures that have taken damage from your blood weapon or black blood abilities. The creature takes 1d6 force damage if within 5ft. If the creature is within 10ft but not 5ft the damage is doubled to 2d6. This damage lands only if the target has just taken damage from your blood weapon. The blood manifestation uses your proficiency modifier as its bonus to attack roll.
- Bloody Frenzy
Starting at 14th level, if your are below half of your maximum HP you can activate this ability to make an attack roll on everyone (friendlies and enemies) within 5ft of you. All attacks have advantage and you crit rate is reduce by 1 and you deall 1d6 force damage with you melee attack. You can use this effect equal to half your Constitution modifier per long rest. At 17th level you can use this ability equal to your constitution modifier per long rest rounded up to a minimum of 1.
- Complete Weapon Resonance
Starting at 18th level your blood can make one blood weapon attack that does + 4d10 acid damage. This ability becomes a critical hit on a natural 19 or 20 attack roll. You can use this feature a number of times per long rest equal to a third of your constitution modifier rounded up to a minimum of 1.
Infused Madness[edit]
Your Blood releases madness, causing your wisdom and intellect to reduce while in combat and increasing the power of your strength.
- Passive Madness
Starting 6th level, when you take damage in combat, you can expend your reaction to put yourself at disadvantage on all Wisdom and Intelligence saving throws until the end of your next turn. In exchange, you gain proficiency in Strength saving throws, and you have advantage on all attack rolls for the next 3 turns. Additionally, your melee attacks deal an extra 1d4 damage for the duration,if you take damage for more then one time before you turn the damage go up by 1d4 for any damage taken reflecting your heightened state of aggression.
- Leech Blood
Starting at 10th level you can siphon the energies from enemies that you maim. When you successfully make an attack against another creature and deal damage to them, you may use your bonus action to heal for the amount of damage you dealt +Constitution modifier. You cannot use this feature if you are at maximum hit points. You also do not gain points over your maximum with this feature. You can use this feature twice per long rest. Starting at 18th level you can use this feature three times per long rest.
- Mad Blood
Starting at 14th level after a successfulful attack that deals slashing or piercing damage you may choose to infect a creature with your black blood, forcing them to make a wisdom saving throw against your black blood DC or fall to madness. A creature that has fallen to your madness cannot think rationally and will see allies as enemies, they also cannot cast spells and lose concentration on spells they were already concentrating on. They will attack the nearest living creature including allies. You can use this feature a number of times equal to half your constitution modifier rounded up.
- Insanity
starting 18th level, when your hit points drop beneath a quarter of your maximum HP, you can let go of your mind and have the black blood take over. You have disadvantage in all Wisdom and Intelligence rolls, but your attacks do an extra 6d8 Acid damage die. This feature lasts one minute. This feature activates without any action on your part and lasts until you either die or are over 1/2 of your maximum health. This feature can only be activated once per long rest.
Infused Innards Exposed[edit]
Your black blood infuses with your organs, increasing your power.
- Hardened Innards
Starting at 6th level, you gain a +2 bonus to AC. At 12th level you gain a +3 bonus to AC instead. This feature does not apply if you are wearing medium or heavy armor.
- Forced Donation
Starting at 10th level, you may deal 5 x your weapon damage die to yourself to bleed onto a creature within melee range of you that is below their hit point maximum. The target creature takes double the damage you dealt yourself.
- Lethal Spikes
Starting at 14th level whenever you take damage from slashing or piercing attacks that causes you to bleed and the attacker is within 10 feet of you the target must succeed on a Dexterity saving throw. If the attacker passes he moves back 5ft to avoid the spike also avoiding all damage. If the target cannot move backwards (due to walls, terrain, etc) the attacker automatically fails the saving throw. On a failed save the target takes 2d10 piercing damage. If you use Lethal Spikes you cannot use Bloody Needles as a bonus action on your next turn. If the attacking creature is not within 10ft of you this ability automatically fails.
- Bloody Weapon Master
Starting at 18th level your blood weapon gains bonuses depending on the type of weapon it is currently forming. Only one feature ability can be used at a time. Using a weapon that has 10ft or more of reach gains an additional 5ft reach. Using a one handed melee weapon add +3 to the damage dealt. Using a melee weapon that has the finesse attribute allows you to make an extra attack on the target if the first attack lands. Using a two handed melee weapon allows you to land a critical strike on a natural 19 or 20 attack roll.
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