Black Blood (5e Class)
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Black Blood[edit]
The child's back splits wide open, pouring a black fluid down and around him. The bandits 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. 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. Based on the anime Soul Eater, the most notable character possessing Black Blood, Crona, was consumed by the madness from a combination of their blood itself, an experiment, and the torture endured from their mother.
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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? 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 and Strength
Skills: Choose 3 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 |
2nd | +2 | Harden Blood, Infused Weapon |
3rd | +2 | Bloodcurdling Scream, Bloody Needles |
4th | +2 | Ability Score Improvement |
5th | +3 | Hard as Lead |
6th | +3 | Blood Infusion Sub-Type |
7th | +3 | Infused Weapon Improvement |
8th | +3 | Ability Score Improvement |
9th | +4 | Blood Armor |
10th | +4 | Infused Weapon Improvement, Blood Infusion Sub-Type ability |
11th | +4 | Blood Javelin |
12th | +4 | Ability Score Improvement |
13th | +5 | Blood Decoy |
14th | +5 | Infused Weapon Improvement |
15th | +5 | Blood Wings |
16th | +5 | Ability Score Improvement |
17th | +6 | Greater Harden Blood, Blood Infusion Sub-Type ability |
18th | +6 | Infused Weapon Improvement |
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 an action to cut yourself with your dagger or sickle. Whenever you move for the next 1d4 turns, you bleed on the ground. 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 Dexterity modifier) at the beginning of each of their turns where they continue to occupy that space. On failure, they take 3d4 acid damage. You may use this feature twice, regaining use upon finishing a short rest.
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. Your weapon, being fused to you, gains sentience eventually. At 5th level, 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. This increases by 1 further at 10th, 14th, and 18th levels.
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. Harden blood can only be used twice before regaining all uses at the end of a long rest. In addition, while you retain any temporary hit points, you are resistant to Poison damage.
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 a 35 foot square around your character. All creatures in the area who can hear the scream must succeed a Wisdom saving throw, DC= 10 + your Wisdom modifier and proficiency bonus. Those that fail the roll will become paralyzed until the end of your next turn. You may use this feature once, regaining use after a long rest.
Bloody Needles[edit]
Starting 3rd level, Your Blood pierces 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.
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.
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 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.
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 further abilities at 10th, 17th levels.
Blood Armor[edit]
Starting 9th 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 three times, regaining use when you finish a long rest.
Blood Javelin[edit]
Starting 11th level, by forming your blood, you can make a large javelin. By expending an action, you create and hurl a javelin at an enemy up to 120 feet from you that you can see and has a clear path between. Make a ranged weapon attack roll against the creature and deal 4d6 + your strength modifier of acid damage upon a hit. You take 2d6 piercing damage as the weapon cuts your hands whether it successfully hits or not.
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. If you expend an action to dismiss the clone, you can half of the clones hit points to your own. 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 30 feet for 2 (d8 + your Constitution modifier) turns. You may dismiss these wings with a bonus action.
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 bludgeoning 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 3 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 120 feet. Any being that is drenched in your blood must succeed a DC 25 Constitution saving throw or be inflicted with short-term madness. Additionally, the affected creature now has disadvantage on all Intelligence and Wisdom saving throws. They also take 4D10 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 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, if you take damage in combat, you may expend your reaction to put yourself at a disadvantage in Charisma or Intelligence saving throws. You then gain proficiency in Dexterity saving throws and you have advantage in attack rolls for the next 2d4 turns.
- Leech Blood
Starting 10th level, you can siphon the energies of that which you maim. When you successfully make an attack against another creature and deal damage to them, you may use your bonus action to regain hit points equal to half the amount of damage dealt. 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 may use this feature an amount of times equal your Dexterity modifier, regaining use after you finish a long rest
- Insanity
Starting 17th level, when your hit points drop beneath a quarter of your maximum, you can go nuts. You have a disadvantage in Wisdom saving throws, but your attacks deal an extra 2D8 Acid damage die and your attacks ignore armor. This feature activates without any action on your part and lasts until you either die or regain hit points over 1/4 of your maximum health.
Infused Innards Exposed[edit]
Your black blood infuses with your organs, increasing your power.
- Hardened Innards
Starting 6th level, you gain a +1 bonus to AC.
- Forced Donation
Starting 10th level, you may deal 8 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. You cannot use this feature when you are below your hit point maximum.
- Organ Reconstruction
Starting 17th level, You gain a natural healing while away from others in combat. By expending an action, you regain hit points equal to 1d12 + your Constitution modifier. You can only use this action when you are 10 feet or more away from all creatures. You can use this feature equal times your Constitution modifier, regaining use after finishing a long rest.
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