Blood Beast (5e Class)

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Blood Beast[edit]

A horrifying monster created by a strange combination of magic and ordinary science. The blood beast is an ordinary person. He comes from an ordinary background and has an ordinary life. The only exception is when he sees his trigger which transforms him into this monstrosity.

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Creating a Blood Beast[edit]


Quick Build

You can make a blood beast quickly by following these suggestions. Your most important ability scores are equally strength and constitution followed by dexterity.

Class Features

As a Blood Beast you gain the following class features.

Hit Points

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

Proficiencies

Armor: shields, light and medium armour
Weapons: martial weapons
Tools: none
Saving Throws: Strength and Constitution
Skills: Choose two from Athletics, Perception, Animal Handling, Intimidation or Acrobatics.

Equipment

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

Table: The Blood Beast

Level Proficiency
Bonus
Features Beast Form Strength Bonus Beast Form Constitution Bonus Beast Form Weapon Damage (+ Constitution)
1st +2 Beast Form, Specialised Shield +2 +3 1d12
2nd +2 Hindrance into Help +2 +3 1d12
3rd +2 Archetype +2 +3 1d12
4th +2 Ability Score Improvement +2 +3 2d12
5th +3 Extra Attack +4 +3 2d12
6th +3 Beast's Senses +4 +6 2d12
7th +3 Magical Resistance +4 +6 3d12
8th +3 Ability Score Improvement +4 +6 3d12
9th +4 Savage Brawler, Archetype Feature +6 +6 3d12
10th +4 Increased Flexibility +6 +6 4d12
11th +4 Unbreakable Shield +6 +9 4d12
12th +4 Ability Score Improvement +6 +9 4d12
13th +5 Ichor into Nectar +8 +9 5d12
14th +5 Savage Brawler, Archetype Feature +8 +9 5d12
15th +5 Toughened Hide +8 +9 5d12
16th +5 Ability Score Improvement +8 x2 6d12
17th +6 Blood Weapon x2 x2 6d12
18th +6 Savage Brawler, Archetype Feature x2 x2 6d12
19th +6 Ability Score Improvement x2 x2 7d12
20th +6 Control of Mind x2 x3 7d12

Beast Form[edit]

At first level, you get to choose your beast form. You can appear in the shape of any large creature that your DM agrees on. You can only be in beast form after you have seen your trigger, which is decided by your DM and cannot be too common or too rare. The transformation into beast form lasts for 1d4 hours. When in beast form, you gain the abilities which are shown in the additional columns of the blood beast table. In normal form, you are permanently bound in chains that allow for some manoeuvrability, but you cannot take the disengage, dash, hide or dodge actions. Whenever you change into beast form, you take damage equal to your beast form weapon, which is a large version of your starting weapon made out of blood, and the chains disappear until you revert back to normal form. Every time you change into beast form, you have a chance to go berserk. To determine if you go berserk, make a DC 1 roll on 1d10. No modifiers may be added to this roll in any way, and you cannot reroll the die irregardless of its outcome. If you fail at any point, you go berserk. If you retain your sanity in beast form, each successive increases roll the DC by 1. E.g. On your second roll you must pass a DC 2 roll on 1d10. For the roll after that, you go berserk if you fail a DC 3 roll on 1d10. If you succeed in passing the DC 7 roll, the DC becomes a 1 again. When you change into beast form, your Intelligence, Charisma and Wisdom all become 3.

Specialised Shield[edit]

At 1st level, your shield changes in size when you transform into the blood beast. It then gives you a bonus to armour class equal to your proficiency bonus plus 1. It gives you the ordinary bonus when you are in your normal form. When you are in your normal form, your shield cannot be broken, but in your beast form, your shield can break and if you want to fix it will be hard to repair with a difficulty determined by your DM. Your unarmoured AC without the shield is 12 + Constitution.

Hindrance into Help[edit]

At 2nd level, you are used to the chains that restrict your movement. You can now use your chains to make a grapple attack with advantage. You can also make a strangling attack once you have grappled which deals damage equal to your beast weapon's damage plus your Strength modifier instead of your Constitution modifier.

Archetype[edit]

At 3rd level, you choose an archetype. Choose between of either the Savage Brawler, if you use a battle axe, the Defensive Striker, if you use a longsword, or the Mixed Sweeper detailed at the end of the class description. Your choice grants you features at 3rd, and again at 9th, 14th, and 18th levels.

Extra Attack[edit]

At 5th level, whenever you take the attack action in beast form, you can make a second attack. You gain an additional attack at 11th level. You do not gain any extra attacks in your normal form.

Beast's Senses[edit]

At 6th level, you get to use your Constitution modifier whenever you make a Perception check relating to blood or a creature that has blood.

Magical Resistance[edit]

At 7th level, whenever you make a Wisdom, Intelligence or Charisma saving throw in beast form, you add your Constitution modifier plus half of your proficiency bonus (rounded down) to your saving throw. You still include the -4 penalty from having 3 Charisma, Intelligence and Wisdom.

Increased Flexibility[edit]

At 10th level, you gain an unarmoured AC of 12 + Constitution + Dexterity in you beast form.

Ability Score Increase[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.

Unbreakable Shield[edit]

At 11th level, your shield cannot be broken in either form and you gain an additional +2 to your AC in both forms. If you do not have a shield, you are able to repair your shield to a level 1 standard, but need to improve it to reach the 11th level standard and your DM will decide how you do this.

Ichor into Nectar[edit]

At 13th level, in normal form, you can drink the blood of the enemies that you have killed and turn it into a substance that heals you by 3d12 + your Constitution modifier per creature that you have killed. To do this, it takes thirty seconds or five rounds of combat. You cannot use this ability in beast form. You can also use this ability on unconscious creatures, but it takes twice as long as if they were dead.

Toughened Hide[edit]

At 15th level, you gain 3 resistances to damage types of your choice (apart from cold), but you gain a vulnerability to cold. Both of these only apply to your beast form.

Blood Weapon[edit]

At 17th level, your normal weapon gains starts dripping with the blood of your beast form and you gain the damage of your beast weapon + your Strength modifier + 2d12.

Control of Mind[edit]

At 20th level, you gain the ability to change into beast form at will, but you must take a long rest before you transform again. The transformation lasts for 1d4 hours. You also no longer wear the chains and you gain the dodge, hide, disengage and dash actions. You take no damage when you transform into beast form. Your Charisma, Intelligence and Wisdom all become 7 when you are in beast form. You also gain +4 Dexterity in your normal form. You also no longer have nay chance of going berserk.

Savage Brawler[edit]

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Defensive Striker[edit]

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Mixed Sweeper[edit]

The mixed sweeper is the beast who focuses equally on attack and defence. The mixed sweeper uses a flail. He makes sweeping attacks without letting his guard down. He makes use of his cover whilst still being able to swing his flail into the path of attackers. These abilities are all only for in beast form.

Low Sweeps

At 3rd level, you can specifically target the feet of your enemies and instead of dealing the normal damage, you can force them to make a Dexterity {{saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier. On a fail, they are knocked prone and they take 2d12 bludgeoning damage.

Sweeping Flail

At 9th level, you can make a sweeping attack that hits all of the creatures within your reach in a full circle. You make the same attack roll for each of the creatures and the damage dealt is equal to half of your beast weapon damage. You cannot use extra attack if you have used this ability.

Adaptability

At 14th level, you are able to prioritise attack over defence and vice versa. You can drop your guard for a round to deal an extra two attacks. Only one of these can be a sweeping flail attack. You lose all of the bonus that your shield gives to your AC. Alternatively, you can add your proficiency bonus to your AC, but you can only make a single attack and it cannot be a sweeping flail attack.

Strength of Body

At 18th level, your body has become used to the changes and has mastered the sweeping motion. Your sweeping flail attack now does damage equal to your beast weapon damage. You also gain an additional +2 Strength in your beast form.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:


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