Black Blooded, Variant (5e Class)
This Variant IS NOT DONE YET , I WANT TO CHANGE SO THE CLASS HAS MORE OPTION THEN JUST CREATING A BLOOD POOLS
Black Blooded[edit]
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. Those with black blood walk a dangerous line between life and death attempting to fight using your very life force may leave you closer to death than you prefer. The most important thing for a Black Blood to remember is that winning is not nearly as important as living another day
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: 1d10 per Black Blooded level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Black Blooded level after 1st
- Proficiencies
Armor: Light armor, Medium Armor
Weapons: Simple melee weapons and one of (Battleaxe, Greataxe, Halberd,)
Tools: Poisoner's Kit or Healer's Kit
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) leather armor and Any simple weapon or (b) Scale Mail
- (a) One martial melee weapon(Battleaxe, Greataxe, Halberd,) or (b) Two simple melee weapons
- (a) Explorer's pack or (b) Dungeoneer's pack
- (a) Poisoner's Kit or (b) Healer's Kit
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Tainted Blood,Blood Pool |
2nd | +2 | Shape Your Blood |
3rd | +2 | Blood Trap |
4th | +2 | Ability Score Improvement |
5th | +3 | Blood Siphon |
6th | +3 | Archetype |
7th | +3 | Improved Blood Pool |
8th | +3 | Ability Score Improvement |
9th | +4 | Blood Shift |
10th | +4 | Archetype |
11th | +4 | Blood Spawn |
12th | +4 | Ability Score Improvement |
13th | +5 | Bleed Out |
14th | +5 | Archetype |
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[edit]
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
Tainted Blood[edit]
Your blood runs dark and corrupted, a testament to the sinister forces that flow through you. This unnatural essence grants you resilience against toxins and corrosive assaults, as your tainted vitality resists what would cripple ordinary mortals.Your thick, dark blood carries a faint acidic tang and a sickly, metallic odor. Those who witness it sense something deeply unnatural.
You have Advantage on saving throws against the Poisoned Condition (such as Constitution saving throws to resist poison). Blood for Crafting: Your blood can serve as a raw ingredient for certain kits:
- Poisoner’s Kit: You may extract blood to craft poisons. When using a Poisoner’s Kit, you may substitute your blood in place of rare or basic components (e.g., venom or toxins), reducing crafting costs by 50%.
- Healer’s Kit: Your blood can be used to stabilize a dying creature or treat minor wounds. Using your blood in place of a charge from a Healer’s Kit imposes no penalties but causes you to take 1 unreducable damage
When used in a Poisoner’s Kit, your blood can create poisons with unnerving potency, such as causing hallucinations or internal decay. When used in a Healer’s Kit, its strange essence bolsters life but leaves faint, darkened scars You gain Resistance to Acid and Poison damage.
Blood Pool[edit]
You can use your action to deal 1 or more unreducable damage to yourself and throw a drop of blood on the ground beneath you, which rapidly grows to cover an area in a diameter of 5 feet per point of damage you dealt to yourself, to a maximum of your Constitution modifier. The first time a creature other than you or your allies enters an area covered in a blood pool or starts its turn there, it must succeed on a Dexterity saving throw or take acid damage equal to 1d6 + your Constitution modifier. This damage increases by 1d6 when you reach 5th level (2d6) and now deal half damage even on succeed on a Dexterity saving throw , and again when you reach 11th level (3d6) and 17th level (4d6).
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.
Shape Your Blood[edit]
Your Black Blood is Flexible and Mailable, Choose a Direction for it to grow in and assist you on your journey. You have three choices by which to shape it Black Sheild, Black Weapon, and Black Tatician. All Detailed at the End of The Class
Selective Improvements[edit]
Starting from 3rd level, you gain Proficiency Bonus Vials per Long Rest. If you break a vial or vials when making a blood pool you may apply the effect of the vial to it. Vial Options:
1 - This Blood Pool may overlap with others, dealing damage 2 - Double the Duration of Blood Pools 3 - Pool Difficult Terrian, but does No Damage. 4 - Proficiency Bonus HP is paid for the blood pool for free. 5 - When a creature dies in the blood pool, you gain temporary hit points equal to your Proficiency Bonus. 6 - (after level 9)The blood pool emits dark mist. The area becomes heavily obscured for creatures other than you and your allies.
Ability Score Improvement[edit]
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 Siphon[edit]
Starting from 5th level, you may make a melee spell attack, dealing necrotic damage equal to your blood pool damage if the target is living, 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.
Archetype[edit]
At 6th, 10th, and 14th Level You Gain an Ability from your Archetype
Improved Blood Pool[edit]
At 7th level, when using any feature that produces a blood pool, you may spend twice as many hit points to make two blood pools instead of one.
Blood Shift[edit]
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 take damage equal to your combined level of all classes you have(Doubled for Tatician) and may spawn blood pools as a bonus action instead of the normal action. Additionally, a Blood pool is automatically spawned at your feat as if you had taken proficiency bonus unreducable damage.
While within 100 feet of a Blood Pool, whenever a creature attempts to leave a blood pool you may double the damage taken from this feature this turn and have it roll a strength save vs your black-blooded dc, losing its movement on failure.
Additionally, depending on your archetype you gain another effect while in this state.
Blood Spawn[edit]
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, and 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 other special connection to you. This Beast is vulnerable to fire and lasts a number of minutes equal to your Con Modifier. You cannot have more than one spawn at a time unless Blood Shift is active in which case you may have two.
Bleed Out[edit]
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 Pool or no damage on a successful Con save. Upon a Nat 1 on the Con Save, a Blood Pool is Spawned Beneath Them at no cost to you
Wall of Blood[edit]
At 15th level, as an action, you may take unreducable damage up to your class level a number of Blood Pools up to your Con Mod each expanding to cover a 5 ft wide by 10 ft long by 10 ft high area. These may not overlap but can stop short of one another. Each 5-foot segment of the walls has 5 hp x hp spent and is vulnerable to fire. The wall no longer counts as a Blood Pool and does not deal any damage. The walls last up to 1 hour.
Deform[edit]
At 17th level, as a reaction, you may take 5 unreducable damage, 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. This allows you to evade attacks, AoEs, and spells potentially.
Flow[edit]
At 18th level, the Improved Blood Pool replaces how many Blood Pools are created by spending twice hp with a number of Blood Pools equal to your Con Mod. Selective Improvements option four is now considered to be always active when making a Blood Pool.
Blood Rain[edit]
At 20th level, by taking 20 unreducable damage 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.
Shape Your Blood[edit]
Black Shield[edit]
Black Shield
- Starting from 2nd level, as a reaction to taking damage from an attack you can 'Store' the attack inside a blood pool. By paying a cost of 1/10th the Damage you took from the attack you can activate this stored attack, dealing 1/4th of the damage of the original attack on top of normal blood pool damage.
Stronghold.
- Starting from 6th level, when creating a blood pool you can instead transform it into a 'Stronghold', A Stronghold has double the duration of a normal blood pool, but it does not deal damage unless it's damage caused by Black Sheild. The Entire Blood Pool now counts as difficult terrain, While standing in the center of a stronghold you have increased ac equal to half the hp you spent to make the pool. You may Cast Blood Siphon on any target standing inside the stronghold
Blood Shift Bonus
- When Blood shift is active the damage automatically is stored into a blood pool each turn, and you can grant your increased AC to any ally within your stronghold.
Bathe in Blood
- Starting from 10th Level, When you get hit by an attack you can redirect part of the damage to blood pools within 30ft of you, a blood pool has a pool of hp equal to the hp you lost creating it, after taking that hp it is destroyed. With a Stronghold you can activate this ability as an action on your turn, allowing you to redirect part of the damage your allies inside take to the stronghold storing it for black shield, Addiontaly as a bonus action you can 'heal' your stronghold by donating blood into it.
Guardians Of Blood
- Starting from 14th Level, When You Create a Blood Beast with Blood Spawn you can choose to attach it to any ally, this marks them as immune to any blood pool negative effects and allows you to take half the damage they take for them. Addiontalty Allies with an attached blood beast count as inside your stronghold for Bathe in Blood and you can cast Blood Siphon through them.
Black Weapon[edit]
Black Weapon
- Starting from 2nd level, you can use your bonus action to deal 2 unreducable 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 6th level (2d8), and again when you reach 14th level (3d8). By taking 5+Blood Pool Cost unreducable damage as an action you may make a ranged attack with 10/20 ft range dealing the damage as above but also forming a Blood Pool under the target on hit.
Bloody Movement
- Starting from 6th level, instead of moving on your turn, you can teleport to a nearby blood pool, dealing 2 unreducable 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 Shift Bonus
- When Blood shift is active your attacks heal you for character level health and you may split your damage into multiple separate attacks, one attack for each dice each dealing a single dice of damage, at this level, it would be two attacks for a d8 damage each.
Blood Weapon Upgrade
- At 10th 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.
Bleed Out Upgrade
- At 14th Level, Instead of Using a Blood Pool for Bleed Out Damage you may instead use Blood Weapon and can add Blood Weapon Upgrade as well. Should a blood pool be spawned because of a nat 1, once per rest you may also activate bloody movement as part of this reaction.
Black Tactician[edit]
Bloody Stragery
- At Second Level You Attempt to retain the flexibility of your blood, while the attempt was successful it came at a cost. Blood Pool's Cost in Doubled For you, in Return The Size Limit for your maximum blood pool size is doubled. You Can Now 'Concentrate' on a Pool as an Action taking max damage of the pool as unreducable damage, Doubling the Damage but the duration and size are halved. Finally your Blood Pool no longer needs to be placed directly below you and you can place the edge of it up to proficiency bonus * 5 ft Away.
It's Alive!
- Starting from 6th level, you have gained some form of remote control over your blood pools, as a bonus action, you move a blood pool taking 1 unreducable damage for every 5ft you move it. Moving a Blood Pool in this way also lowers the duration by 1 round for every 10ft Moved. As a fun side effect of this power if a creature happens to be standing in the pool you're moving, they must make a dexterity save of your Black Blood DC or Be Moved Along with it if you wish for them to be.
Blood Shift Bonus
- When Blood shift is activated, whenever a blood pool is created, you create one extra pool with the exact same stats. Additionally using It's Alive no longer costs health and can be used on up to three pools at once, to the same effect you can now Concentrate on three pools at a time though you still take the damage from all three.
Bloody Mess
- Starting from 10th Level, You can now combine 2 blood pools together, this increases the range on the combined pool by 50%(Can Exceed Maximum) by Reducing the Duration by 1/2. Also You can now attempt to switch creatures inside your blood pools, they must make a Wisdom save of your black blood dc, or be switched with another creature inside the same blood pool, Using this ability is an action and deals 3d10 unreducable Damage to you, Instead, you can also switch creatures between two different blood pools in which case the damage is 3d10+(1d4 Per 5ft the Creature is Moved) to you.
Unleash The Beast
- Starting from 14th Level, You can make your most daring strategy yet, at the cost of 50% Max HP Until your Next Rest, You Can Combine All Blood Pool Within 30ft of you into a giant blood beast, CR of this blood beast is equal to (Number Of Blood Pools Combined/2) But Cannot Exceed You Level. When This Beast Spawns Its HP is Equal to your Max HP and you are inside of it controlling it until it dies.