Blood Killer Cat (5e Class)
Blood Killer Cat[edit]
"Look around you! These cats are bathed in blood. It soaks their fur and laps at their paws. This is why we survive! We are BLOODCLAN!"
— Scourge about BloodClan to Ruby and Socks in The Rise of Scourge, page 74
What is a Blood Killer Cat?[edit]
In this world, animals, like cats, are as smart as humans. A clan are a group of cats that follow the warriors code: certain set of laws. Bloodclan is a group of bloodthirst thugs that is clan in name only. They only care about power and ignore these set of rules. A Blood Killer Cat is any cat that is old enough to fight. They begin fighting at a young age. The training process is very harsh and a lack of any knowledge on treatment or healing, most trainees very few live long enough into adult.
In the early days, a group of cats gather up together for protection. As an intimidation tactic, they gather dog teeth are create a deadly collar from it. Even back then, the strongest rules them all. After some time later, a cat called Tigerstar arrived to this group. He taught the group some of the fighting methods of the clan. Under his influence, the group gained its name" Bloodclan and become much more ruthless. A few moons later, Tigerstar lead Bloodclan to the four clans and attempted to take over the them in a bloody war. In the bloodiest fight in history, ever single Bloodclan has been stained.
With the Bloodclan dead, it created a power vacuum back where Bloodclan originally was. An Bloodclan exile slowly gather stray cats together to create a new group. The exile took the Bloodclan's name and tradition to maintain the rule by fear. While the new Bloodclan is not nearly as bigger nor as strong as the original Bloodclan, they are still stronger than a normal stray.
Creating a Blood Killer Cat[edit]
How was your harsh life in Bloodclan? Did you leave Bloodclan? What do dog teeth means to you? What do you think of Twoleg (humanoid)? What do think of the orginal Bloodclan? What do you think of the clans? Do you add cat teeth to your dog teeth collection?
- Quick Build
You can make a Blood Killer Cat quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Feral background. Third, choose great axe, a light crossbow and 20 bolts, and scale mail armor.
Vector Sigma, https://warriors.fandom.com/wiki/BloodClan |
Class Features
As a Blood Killer Cat you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Blood Killer Cat level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Blood Killer Cat level after 1st
- Proficiencies
Armor: light, medium, and shield
Weapons: Simple weapons, martial weapons
Tools: none
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana (Twoleg), History, Insight, Investigation, Religion, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon or (b) two simple weapons
- (a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
- (a) studded leather armor or (b) scale mail armor
- explorer’s pack
Level | Proficiency Bonus |
Features | Hemocraft Die | Talents Known |
---|---|---|---|---|
1st | +2 | Blood Ritual, Dog Teeth Claws, Crimson Rite | d4 | - |
2nd | +2 | Blood Talent | d4 | 1 |
3rd | +2 | Blood Killer Order, Bloodhound | d4 | 1 |
4th | +2 | Ability Score Improvement | d4 | 1 |
5th | +3 | Extra Attack | d6 | 1 |
6th | +3 | — | d6 | 2 |
7th | +3 | Blood Killer Order feature, New Rite | d6 | 2 |
8th | +3 | Ability Score Improvement | d6 | 2 |
9th | +4 | Twoleg Psychometry | d8 | 2 |
10th | +4 | — | d8 | 3 |
11th | +4 | Blood Killer Order feature | d8 | 3 |
12th | +4 | Ability Score Improvement | d8 | 3 |
13th | +5 | — | d10 | 4 |
14th | +5 | Hardened Soul, New Rite, Esoteric Rite Unlocked | d10 | 4 |
15th | +5 | Blood Killer Order feature | d10 | 4 |
16th | +5 | Ability Score Improvement | d10 | 4 |
17th | +6 | — | d12 | 5 |
18th | +6 | Blood Killer Order feature | d12 | 5 |
19th | +6 | Ability Score Improvement | d12 | 5 |
20th | +6 | Sanguine Mastery, New Rite | d12 | 5 |
Blood Ritual[edit]
At 1st level, you have lived through a traumatizing experience called a blood ritual. Each person's blood ritual is different. Most of the ritual is to scare the victim (like a stupid amount of blood or fight a large creature) to the point that they are numb to pain. It makes it easier to forcibly and permanently embed dog teeth into the victim's paws.
The blood ritual is not good for your health. Your maximum hit points are decreased by 1 and decreased by 1 more for each time you level up in Blood Killer Cat class.
Dog Teeth Claws[edit]
At 1st level, the main event of Blood Ritual is jabbing dog teeth into the victim's paws. If you are not a Warrior Cat, your unarmed strike now deals d8 Slashing damage. If you are a Warrior Cat, your claw attack is increased to d8.
Crimson Rite[edit]
At 1st level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.
As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn.
If you are using the Warrior Cat rule, replace the last sentence this: As a bonus action, you can activate a crimson rite on a single move with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest. Only that move will trigger the crimson rite extra damage and effects.
When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Killer Cat table.
For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical and increases as you gain levels in this class, as shown in the Hemocraft Die column of the Blood Killer Cat table. A weapon or move can only hold a single active rite at a time.
You learn a new Rite at the 7th, 14th, and 20th levels.
You gain access to an Esoteric Rite at the 14th level.
- Primal Rites
Choose from the following:
- Rite of the Flame. Your rite damage is fire damage.
- Rite of the Frozen. Your rite damage is cold damage.
- Rite of the Storm. Your rite damage is lightning damage.
- Rite of the Snake. Your rite damage is poison damage.
- Esoteric Rites
Choose from the following:
- Rite of the Dead. Your rite damage is necrotic damage.
- Rite of the Oracle. Your rite damage is psychic damage.
- Rite of the Roar. Your rite damage is thunder damage.
- Rite of the Corrosion. Your rite damage is acid damage.
Blood Talent[edit]
At 2nd level, each Blood Killer Cat learn and talented in different things. Blood talents is the features and abilities you learn from other Blood Killer Cat. You gain one blood talents of your choice. When you gain certain Blood Killer Cat levels, you gain additional talent of your choice, as shown in the Talents Known column of the Blood Killer Cat table. A level prerequisite refers to your level in this class.
Some blood talents use a DC or a spell saving DC. The DC for these talents are 8 + your charisma modifier + your proficiency mod.
Additionally, whenever you reach a level in this class that grants the Ability Score Improvement feature you can choose one of the talents you know and replace it with another talent that you could learn at that level.
Blood Killer Order[edit]
At the 3rd level, you chose a Blood Killer Order. Choose between Order of the Blood Curse and HB and Official Subclass, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 11th, 15th, and 18th levels.
Bloodhound[edit]
At the 3rd level, you gain the ability to smell even the tiniest trace of blood. You have the advantage to all rolls to track down a creature that is below half of its maximum hit points.
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 the 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Twoleg Psychometry[edit]
When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by Twoleg (humanoid). When making an Intelligence (History) check to recall information about an object created by Twoleg that you are touching, or a location that used to have Twoleg you are present in, you have an advantage on the roll. The information gleaned often leans towards the more alien nature of Twolegs and sometimes conveys visions of things previously unknown to the character on higher rolls.
Harden Soul[edit]
When you reach the 14th level, you have an advantage on saving throws against being charmed and frightened.
Sanguine Mastery[edit]
Upon becoming 20th level, you hone your control over blood magic, mitigating your sacrifice and empowering your capability. Once per turn, whenever a blood killer cat feature requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use.
Blood Talents[edit]
- Fighting Style
You adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Additionally, you gain proficiency and expertise in athletics or acrobats.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Dog Tracker
You have significant experience studying, tracking, hunting, and even talking to dogs (dragons). You gain the following:
- You have advantage on Wisdom (Survival) checks to track dogs (dragons), as well as on Intelligence checks to recall information about them.
- You learn to speak Canine/draconic, the language of dog/dragon.
- You gain proficiency and expertise in survival
- Dog Hunter
You have been trained to hunt down and kill dogs (Dragon). You gain the following features:
- Your Blood Rite deals double damage to dogs (dragons)
- Dogs (dragons) cannot gain advantage on attack rolls against you
- You cannot be grappled or restrained by dogs (dragons)
- You gain proficiency and expertise in arcana or history
6th level[edit]
- Brand of Castigation
Whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action) and deal extra damage equal to your hemocraft dice. You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).
Your brand lasts until you dismiss it, you apply a brand to another creature or a marked creature takes short or long rest. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).
Once you use this feature, you can’t use it again until you finish a short or long rest.
Additionally, when you score a critical hit against a creature while using the unarmed attack, that creature is frightened of you until the end of your next turn.
- Cat's Howl
You mimic the frightening effect of a dog's howl (dragon's roar). As an action, you can cause each creature in a 15-foot cube originating from you to make a Wisdom saving throw. The creatures that fail their saving throws are al frightened by you until the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
10th level[edit]
- Dark Augmentation
Arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).
- More Power
You push yourself way pass your safe limits. When you hit a creature while your crimson rite is action, you can roll 3-6 Hemocraft die. Both you and the creature take necrotic damage equal to the result. For the next 1 minute, you are resistant to necrotic damage, including the damage caused by future use of this feature.
13th level[edit]
- Brand of Tethering
Requirement: Brand of Castigation
The psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2 damage).
In addition, a branded creature can’t take the Dash and Disengage action. Their movement is reduced by half. If a creature is branded by your attempt to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.
Additionally, your weapon and unarmed attacks score a critical hit on a roll of 19 or 20.
- Cut the Tethering
You can slice away a creature's connection to this world. When you hit a creature, you can cast banishment on that creature. When you do so, you lose a number of hit points equal to one roll of your hemocraft die. You can use this feature once per short or long rest.
17th level[edit]
- Brand of Corrosion
Requirement: brand of castigation
Your Brand of Castigation now poisons the blood of your foe. Whenever you use Brand of Castigation a creature, that creature is poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the poison (not Brand of Castigation) ends.
- Banded for Death
You can brand a creature for death. When you hit a creature, you can put a brand of death on them. Until the end of your next turn, that creature is vulnerable to all damage. You can use this once per short or long rest.
Blood Killer Orders[edit]
There are a handful of secretive orders of the ex-blood clan cats that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood killer cat is learned.
Order of Blood Curse [edit]
Some Blood Killer Cats learn the forbidden method of affecting the blood of other creatures. They are able to create powerful magic-like abilities through their own or other creatures' blood.
- Blood Maledict
At the 2nd level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the Blood Hunter class description. You can choose one of the blood curses you know and replace it with another blood curse, at the 6th, 10th, 14th, and 18th levels.
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.
You can use this feature once. You regain all expended uses when you finish a short or long rest.
- Malleable Blood
At the 7th level, you can modify Blood Maledict in certain ways. Choose one from below:
- Self Protection
Whenever you use amplified your Blood Maledict and get the maximum number for hemocraft dice, you can reduce the damage taken by your intelligence modifier divided by two (rounded down and minimal of 1).
- Bloodless
Your Blood Maledict can affect creatures without blood.
Additionally, whenever you use your Blood Maledict on a creature without blood, you gain temporary hit points equal to your intelligence score.
- Control
Whenever you use Blood Maledict, choose up to your intelligence modifier of creatures that you can see. They are unaffected by your Blood Maledict
- Boost
Your Blood Maledict's range is doubled. This does not affect the range area of effect.
- Disorienting
Whenever you use Blood Maledict, choose one creature that you see. You subtract your intelligence modifier from their save against this Blood Maledict.
- Adapting
Whenever you amplified your Blood Maledict, you can change the damage type and it deals extra damage equal to your Intelligence modifier.
- Shared Pain
Whenever you amplified your Blood Maledict, choose one creature that you see within 60 ft. They take necrotic damage equal to the damage that you have taken from amplifying the Blood Maledict.
Every time you level up in this class you can change your Blood Malleable.
- Improved Blood Maledict
At the 15th level, you can use Blood Maledict one additional time, making Blood Maledict be able to be two times per rest.
It becomes three times at the 18th level.
- Blood Frenzy
At the 11th level, when you use your bonus action to use Blood Maledict, you can immediately make one weapon attack as part of that bonus action.
Order of the K9 Dragons [edit]
Across the ages, the mighty dragon has been both idolized and feared. Regardless of the perception, it is irrefutable that dragons are brilliant creatures to be learned from. Power, survival, and intellect, all are words that can describe dragons. As such, the Order of the Dragon spends years using their power of Hemocraft to manifest aspects of dragons. The Trial of Hibernation is the final step to becoming a member of this order and fully understanding its teachings. The trial involves sneaking into a dragon's lair and residing there, hidden, and absorbing the ambient magic that exudes from the lair.
Just as dragon are separated between chromatic, metallic, and gem, the Order of the Dragon is split into smaller sects. Depending on which dragons they learn from, members will have different values and goals.
Some said that the order of the Dragons went to the dogs.
- Form of the K9 Dragon
Also at 3rd level, you learn to manifest draconic traits. As a bonus action, you transform into a draconic form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.
Once you use this feature, you must finish a short or long rest before you can use it again. While you are transformed, you gain the following features:
- Draconic Hide. You have resistance to the same damage as your active Crimson Rite. Additionally, while you are not wearing heavy armor, you have a +1 bonus to AC.
- Breath Weapon. Once per transformation, you can use your action to release a breath weapon in a 15ft cone. Each creature in the cone must make a Dexterity saving throw, taking your Hemocraft die + your Blood Killer level in the damage type of your active Crimson Rite on a failure, or half as much on a success.
- Frightful Howl. When you transform, a number of creatures of your choice up to your Hemocraft modifier within 60ft must make a Wisdom saving throw. On a failure, a creature is frightened of you while you remain transformed. A creature can repeat the save at the end of each of its turns, ending the effect and becoming immune to this ability for the next 24 hours on a success.
- Growing Form
At 7th level, you become one step closer to taking on a dragon's likeness. While in Form of the K9 Dragon, you gain the additional features:
- Dragon Sized: Your size becomes large
- Pact Tactics: Once per turn, if there is an ally within 5ft of a creature, you have advantage to the attack roll.
- Joy of the Chase: Your speed is increased by 5 ft.
- Drake's Energy
At 11th level, you are filled with the energy of a young dragon. You can use your {inpage|Form of the K9 Dragon}} feature twice, regaining all expended uses when you finish a short or long rest.
Additionally, your Breath Weapon increases to 30ft.
- Curse of the Lair
At 15th level, you can mark your enemies as intruders on your territory. You can cast Alarm as a ritual. When you cast this spell this way, any creature that triggers your alarm spell must make a wisdom saving throw or they are cursed and under the effects of Bane spell. Bane spell can prematurely end if the creature is more than 120 ft away from you.
- Not a Dog
At 18th level, someone has been playing tricks on you and have been teach you dog tricks. Choose one trick from belo3. Every time you take a long rest, you can change your trick.
- Stay/ Guard
After not moving for ten minutes, you have advantage to all rolls and gain 30 ft blindsight. This ends if you move.
- Roll Over
When you become prone, melee attacks have disadvantage to hit you and you cannot be hit with attack of opportunity.
- Beg
As an action, you beg at a creature within 30 ft of you and they make a wisdom saving throw or be charmed by you. While charmed this way, all attacks against them has advantage.
- Fetch
When a creature throws or shoot an item, you can use your reaction to move up to your movement towards that item. This movement does not trigger any attack of opportunity. If you end your movement next to the item, you can pick up that item with the same reaction.
- Play Dead
You can cast Feign Death on your self at will. You have advantage to all rolls or +5 to all passive skills to pretend to be dead.
- Dragon, not Dog
You manage to avoid being tricked to become dog-like. You trained to become a dragon-like. As an action, you can grow wings and gain a flying speed equal to your walking speed.
HB and Official Subclass [edit]
With approval from GM, you can use subclasses from Blood Hunter.
Subclass feature that expends Blood Maledict is replaced with "You can use this feature once per short or long rest".
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Blood Killer Cat class, you must meet these prerequisites: dex 13 and int 10
Proficiencies. When you multiclass into the Blood Killer Cat class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons, and one skill from the class’s skill list
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