Blood Cursed (5e Class)
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Blood Cursed[edit]
Your body have been infused with a alchemically processed blood from a cursed entity, that gift you with supernatural powers, while bestowing a curse upon you. The blood cursed can use their own blood as a weapon, infecting creatures with the curse contained on it, while being themselves immune to their effects.
To do so, they are armed with Sanguine Weapons, bladed weapons that are capable of draining the blood of a Blood Cursed and transferring to their victims on impact. Blood Cursed are generally manhunters and assassins, marking creatures with their own blood, infecting them and killing them with it.
Bloodspeech, the Language of Blood[edit]
Blood cursed learn an ancient and cursed language called Bloodspeech, a secret language used by Blood Cursed orders, and understood by creatures that have a supernatural link to the blood.
Using blood words, special words on the lexicon of the bloodspeech, they can control the cursed blood, influence the body and minds of creatures infected by their cursed blood. They can also control the blood inside their own body, enhancing their physical attributes.
Creating a Blood Cursed[edit]
When creating a blood cursed, you must choose what type of cursed blood course through your veins. Blood Cursed orders are known for harvesting vampires, using their blood to enhance their own powers, but there are orders who use different types of creatures to produce the blood.
How do you became a Blood Cursed? Are you part of an organization, or did you found the cursed blood exploring ancient ruins and researching eldritch tomes for its formula? If you serve an organization, what is the role of that organization on the world? And the role of blood cursed on the hierarchy?
Why did you became a Blood Cursed? Are you looking to surpass the limitations of a frail human body by filling yourself with the endless potential of the eldritch blood? Or you seek power to dominate others for personal gain? Maybe you have willingly accepted this blood for a greater purpose?
- Quick Build
When creating a Blood Cursed, Constitution should be your higher score, followed by Strength. Acolyte is a good background for Blood Cursed. Choose the greatsword, the chainmail, a light crossbow and 20 arrows, the explorer's pack, a dagger and the alchemist supplies as your starting gear.
Class Features
As a Blood Cursed you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Blood Cursed level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Blood Cursed level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist supplies
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Arcana, Intimidation, Perception, Religion, Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greatsword or (b) a longsword and a shield or (c) two simple weapons
- (a) a chainmail and the light crossbow with 20 bolts. or (b) a scale mail and a heavy crossbow with 20 bolts.
- (a) one explorer's pack or (b) one dungeoneer's pack
- a dagger, the alchemist supplies
- If you are using starting wealth, you have 3d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Power points | Blood Words Known | Curse Die |
---|---|---|---|---|---|
1st | +2 | Bloodspeech, Sanguine Weapon | - | 1 | 1d6 |
2nd | +2 | Blood Words | 3 | 1 | 1d6 |
3rd | +2 | Crimson Paths | 4 | 1 | 1d6 |
4th | +2 | Ability Score Improvement | 5 | 1 | 1d6 |
5th | +3 | Extra Attack | 6 | 2 | 1d8 |
6th | +3 | Weakening Curse | 6 | 2 | 1d8 |
7th | +3 | Crimson Path Features | 7 | 2 | 1d8 |
8th | +3 | Ability Score Improvement | 7 | 2 | 1d8 |
9th | +4 | Submit | 8 | 3 | 1d8 |
10th | +4 | Blood Splatter | 8 | 3 | 1d8 |
11th | +4 | Crimson Path Features | 9 | 3 | 1d10 |
12th | +4 | Ability Score Improvement | 9 | 3 | 1d10 |
13th | +5 | Cursed Rebuke | 10 | 4 | 1d10 |
14th | +5 | Curse Transference | 10 | 4 | 1d10 |
15th | +5 | Crimson Path Features | 11 | 4 | 1d10 |
16th | +5 | Ability Score Improvement | 11 | 4 | 1d10 |
17th | +6 | Ancient Word | 12 | 5 | 1d12 |
18th | +6 | Crimson Path Features | 12 | 5 | 1d12 |
19th | +6 | Ability Score Improvement | 12 | 5 | 1d12 |
20th | +6 | Eldritch Blood | 12 | 5 | 1d12 |
Bloodspeech[edit]
You know Bloodspeech, the secret language of Blood Cursed. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Sanguine Weapon[edit]
Also at 1st level, you can form a bond with a single weapon melee weapon that has the slashing or piercing damage type you touch, turning it into a sanguine weapon until your next long rest.
The sanguine weapon has the special property of being able to drain your blood becoming drenched on it, and transfering that blood on an attack.
- Cursed Die
You have a cursed die, which is a d6. The cursed die affects some of your class features, and represents the power of the curse affecting you. The die becomes a d8 at 5th level, a d10 at 11th level and a d12 at 17th level.
If your sanguine weapon's damage die is lower than the cursed die, use the cursed die instead for its damage rolls.
- Cursed Strike
When you hit a creature with the Sanguine Weapon, you can choose to roll your cursed die, losing that amount of hit points.
While the target is cursed, you cause additional damage equal to a roll of your cursed die whenever you hit that creature with an attack.
The curse lasts for 24 hours or until the target is reduced to 0 hit points. You can't concentrate on spells while the curse is active.
- Transfering Curse
You can attempt to transfer your curse by other means. You can use your Curse Die to lose hit points, and use the blood to fill an empty vial. A creature who drinks from the vial is cursed.
The blood in the vial loses potency after 8 hours if not consumed.
- Creatures Affected by the Curse
You can target beasts, dragons, humanoids, giants and monstrosities oozes. Vampires also can also be affected by the curse.
Creatures immune to poison are also immune to the curse.
Blood Words[edit]
At 2nd level, you gain control over blood words, utterances spoken on an ancient language, the Bloodspeech, that control the cursed blood.
- Using Blood Words
Blood words can only be used in creatures cursed by your cursed strike. You start knowing one such word: Surge, that targets your own blood. Using a blood word ends that curse, replacing it by the effects of the blood word instead.
To use a blood word you must have the ability to speak and uses a Bonus Action (unless otherwise stated). The target can be any creature cursed by your blood you can see within 30 feet.
- Power Points
Using a blood word require you to spend blood points. You have an amount of blood points shown in the Power Points column on the Blood Cursed table. When you use a Blood Point, it is spent until you finish a long rest.
Blood Word: Surge
You gain a free blood word, Surge, that controls the blood within your own body. When uttered, you can spend 1 power point to take the Dash or Disengage actions as a Bonus Action.
You can also use Surge to cause your wounds to mend, rolling a hit die and recovering hit points as if you had completed a short rest.
Crimson Paths[edit]
Starting at 3rd level, you can choose a crimson path, that defines how you further your uses of the Cursed Blood. You can choose between the Path of the Crimson Mage, the Path of the Crimson Warrior, and the Path of the Vampire. Your choice grants you features at 3rd level, and again at 7th, 11th, 15th and 18th levels.
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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Weakening Curse[edit]
At 6th level, your curse weakens and pains your target. Whenever a cursed creature causes damage with an attack, you can use a reaction to roll the Curse Die twice, and reduce the damage by the number rolled.
Submit[edit]
At 9th level, whenever you make a contested check against the target of your curse, that creature have Disadvantage on the check.
Blood Splatter[edit]
At 10th level, whenever you reduce a cursed creature to 0 hit points, you can choose another creature within 10 feet. That creature becomes cursed.
In addition, the save DC of any abilities and spells used by a cursed creature is reduced by your Constitution modifier.
Cursed Rebuke[edit]
At 13th level, whenever you use your Weakening Curse, the target takes necrotic damage equal to the damage reduced by the reaction.
Curse Transference[edit]
At 14th level, whenever you fail a save against an effect that imposes a condition, you can use a reaction to transfer that condition to a cursed creature.
The target must succeed on the saving throw, suffering the condition effects on a failure.
Ancient Word[edit]
At 17th level, you learn one Ancient Word. The Ancient Word is a particularly powerful blood word, that can only be used once, requiring you to take a long rest before uttering it again. You must choose one of the blood words below.
- Die
A target with 60 hit points or less that hear this word automatically dies. A target with more than 50 hit points must succeed on a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much on a success.
- Return
As a reaction when a creature dies you can utter this word. The target returns as an Undead under your command. The target has all its hit points and uses the same statistics. It acts on its own turn and obey your commands. After being reduced to 0 hit points, after 24 hours or if you use this ancient word again, the undead disintegrate, turning into ashes.
- Vanish
The target of this ancient word must succeed on a Constitution saving throw, or take 10d12 force damage. If the target is reduced to 0 hit points by this word, the target ceases to exist, as if had never existed before, and any memory or recollection of its existence disappears. On a success, the same target becomes immune to this power.
Eldritch Blood[edit]
At 20th level, the blood that runs through your veins finally mutates into Eldritch Blood. Your Cursed Strikes now only cause you to lose 1 hit point, and whenever you kill a cursed creature, you recover 1 power point.
Blood Words[edit]
- Bleed
You cause the target to start bleeding, forcing the creature to make a Constitution saving throw. On a failed save, the target loses a number of hit points equal to your Curse Die at the start of each of its turns for 1 minute. The target can make another Constitution saving throw at the end of each turn, ending the effect on a success.
- Blink
5th level
You cause the target to close his eyes shut, forcing the creature to make a Constitution saving throw. On a failed save, the target is blinded for 1 minute. The target can make another Constitution saving throw at the end of each turn, ending the effect on a success.
You can use blink as a reaction to an attack made by an enemy you can see. On a success, the target have Disadvantage on the attack, and on a failure, the normal effects of Blink apply.
- Combust
You cause the blood within the creature to heat up, forcing the target to make a Constitution saving throw, or take fire damage equal to two rolls of your curse die. You can use another bonus action to cause fire damage equal to two rolls of your Curse Die in each of your turns for 1 minute, and a successful save ends the effect.
In addition, if you curse a combusted creature, you can cause fire damage with your cursed strikes, instead of necrotic.
- Cower
Your target must succeed on a Wisdom saving throw, or the target is frightened of you for 1 minute. While frightened in this manner, the must use its reaction whenever it is within 30 feet of you to move up to its movement speed away from you. In addition, if you curse a frightened creature, you can cause psychic damage with your cursed strikes, instead of necrotic.
- Explode
Your target must succeed on a Constitution saving throw or takes bludgeoning damage equal to two rolls of your Cursed Die, halving the damage on a success. If the target is reduced to 0 hit points, it explodes in a burst of gore, and all creatures within 10 feet of it must succeed on a Dexterity saving throw, suffering bludgeoning damage equal to two rolls of your Cursed Die on a failed save, or half as much on a success.
- Freeze
5th level
Your target must succeed on a Constitution saving throw, or is Paralyzed for 1 minute. The target can make a saving throw at the end of each turn to end the effect. In addition, if you curse a freezed creature, you can cause cold damage with your cursed strikes, instead of necrotic.
- Move
Your target must succeed on a Strength saving throw, or must use its reaction to move up to its movement speed. This movement provoke opportunity attacks as normal. If the target has multiple movement speeds (such as flying, climbing etc) you must specify what movement type the target should use.
- Serve
Your target must succeed on a Charisma saving throw, or the target is charmed by you for 1 minute, or until you or any of your allies harm that creature in any way.
- Sleep
Your target must succeed on a Wisdom saving throw, or the target falls prone and is Incapacitated for 1 minute, or until it takes any damage.
- Stop
Your target must succeed on a Strength saving throw, or its movement speed is reduced to 0 for 1 minute. The target can make a Strength saving throw at the end of each turn to end the effect.
You can use this word as a reaction when a creature attempts to move.
- Suffer
Your target must succeed on a Strength saving throw, or starts to convulse in pain for 1 minute. For the duration, whenever the target takes damage, it takes additional damage equal to a roll of your Cursed Die. If you roll a number equal or below your proficiency bonus on the Cursed Die, the target is also stunned until the end of your next turn.
Crimson Paths[edit]
Path of the Crimson Warrior[edit]
Cursed Warriors use the power of the curse primarily to empower themselves. They unleash surges of power that enhance their combat abilities, making them faster and more durable than their enemies. Alongside that, they are feared for the use of cursed blades, weapons whose blades are coated with their blood, that are capable of piercing through the most resilient of hides and deliver devastating damage.
- Warrior's Surge
Starting at 3rd level, you can use the Blood Word: Surge once, without spending Power Points. Once you do so, you can't do it again until you finish a short or a long rest. You gain Advantage on all Strength checks and saves in addition to the regular benefits of the surge.
In addition, whenever you use Warrior's Surge, you can roll the Cursed Die and lose hit points equal to the number rolled to cause the benefits to last for 1 minute. This enables you to use the Blood Word: Surge bonus action in each of your turns for 1 minute.
- Cursed Blade
Also at 3rd level, you can coat the blade of your Sanguine Weapon on your blood using a bonus action, instead of cursing a creature. When you do so, your weapon is considered a magical weapon, and you cause additional damage equal to your Curse Die on a hit with it.
You also score critical hits on a roll of 19-20 while the weapon is cursed.
- Curse Tethering
At 7th level, you create a dimensional link between you and your cursed blood. You can teleport to a cursed creature or to a your cursed blade using a bonus action, as long as you are within 30 feet, appearing in an unoccupied space within 5 feet of the target.
Alternatively, you can teleport a cursed weapon to your hand using the same bonus action.
- Sanguine Rampage
At 11th level, once per turn you can make an attack with the cursed blade, or against a cursed creature, without taking an action.
- Warrior's Rage
At 15th level, while warrior's surge is active, you gain resistance to bludgeoning, piercing and slashing damage. You also gain resistance to the damage of any attacks made by the cursed creature.
In addition, when you are reduced to 0 hit points during a blood surge, your surge ends and you fall to 1 hit point instead.
- Infected Blade
At 18th level, whenever you hit a creature with a cursed blade, you can use a blood word against that creature without requiring you to use the Cursed Strike against the creature.
Path of the Vampire[edit]
Blood cursed who follow the path of the vampire embrace the cursed nature of their powers, and use the cursed blood as a path to immortality through vampirism. They have some of the powers of the vampires, but none of their weaknesses, which makes them dangerous but a desirable path for blood cursed.
- Natural Weapons
At 3rd level, you gain claws, natural weapons that can be used to make unarmed strikes. The natural weapons are considered Sanguine Weapons (not counting against your sanguine weapon) that cause slashing damage and your damage equals a roll of the Curse Die.
Whenever you hit a creature with a claw attack, you can use a Bonus Action to force the creature to make a saving throw against your Blood save DC, or the creature is grappled.
A grappled creature takes the damage of your natural weapon whenever it fails to escape the grapple. As a Bonus Action, you can cause the damage of your natural weapon to the grappled creature (no attack required).
- Bloodlust
At 3rd level, whenever you are below half your maximum hit points, you enter in a bloodlust state. During your bloodlust, you gain the following benefits:
- Your agility greatly increases. Whenever you are hit by an attack, roll a d6. On a 4 to 6, the attack misses instead.
- Once per turn, when you hit a creature with a your claw, you cause additional damage equal to your proficiency bonus.
- You add your Curse Die to all your Strength, Dexterity and Constitution checks and saves.
- Spider Climb
At 7th level, you walk on vertical and ceilings surfaces as if they were horizontal.
- Blood Drain
At 11th level, whenever you grapple a creature, you can make a Bite Attack using a reaction. The bite attack is a natural weapon that causes piercing damage. On a hit, you recover hit points equal to the number rolled on the damage die.
During a bloodlust, hitting a creature with your bite recovers additional hit points equal to your proficiency bonus.
- Shapeshifter's Surge
At 15th level, whenever you are in a Blood Surge, you are considered to be in the bloodlust state, regardless of hit points. When you use your Blood Surge, you can assume the shape of a bat, wolf or mist.
- Bat Form. Your size becomes tiny for the duration and you gain a flying speed equal to your movement speed, while your walking speed becomes 5 feet.
- Wolf Form. Your movement speed doubles, and your claw attacks are replaced by bite attacks.
- Mist. You gain a flying speed equal to half your movement speed and you can hover. You are amorphous, being able to pass through any opening that gas could pass through.
- Domination
At 18th level, you can completely control the mind of a creature targeted by your curse. A cursed creature must succeed on a Charisma saving throw or becomes a slave, as if dominated by a dominate person or dominate beast spell.
The only beasts you can dominate are bats (normal and giant), rats (normal and giant), swarms of bats and rats and wolves (normal and dire).
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Blood Cursed class, you must meet these prerequisites: 13 Constitution and 13 Strength.
Proficiencies. When you multiclass into the Blood Cursed class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons, alchemist supplies.
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