Blood Killer Cat (5e Class)

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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

<!-Introduction Leader->[edit]

Creating a Blood Killer Cat[edit]


Quick Build

You can make a Blood Killer Cat quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Feral background. Third, choose <!-elaborate on equipment choices->

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

Table: The Blood Killer Cat

Level Proficiency
Bonus
Features Hemocraft Die
1st +2 Blood Ritual, Dog Teeth Claws, Crimson Rite d4
2nd +2 Infamous Claw, Fighting Style d4
3rd +2 Blood Killer Order, Bloodhound d4
4th +2 Ability Score Improvement d4
5th +3 Extra Attack d6
6th +3 Brand of Castigation, Improved Critical d6
7th +3 Blood Killer Order feature, New Rite d6
8th +3 Ability Score Improvement d6
9th +4 Twoleg Psychometry d8
10th +4 Dark Augmentation d8
11th +4 Blood Killer Order feature d8
12th +4 Ability Score Improvement d8
13th +5 Brand of Tethering, Superior Critical d10
14th +5 Hardened Soul, New Rite, Esoteric Rite Unlocked d10
15th +5 Blood Killer Order feature d10
16th +5 Ability Score Improvement d10
17th +6 Brand of Corrosion d12
18th +6 Blood Killer Order feature d12
19th +6 Ability Score Improvement d12
20th +6 Sanguine Mastery, New Rite d12

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 or faint. 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.

Fighting Style[edit]

At 2nd level, 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.

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.

Infamous Claws[edit]

At 2nd level, cats hear nursery tales of a group of blood-thirsty cats that embed dog teeth to their paws. When you score a critical hit against a creature while using the cat's claw, front paw blow, or slice attack, that creature is frightened of you until the end of your next turn.

If you are playing a normal game, it would be your unarmed attack to trigger this effect.

Blood Killer Order[edit]

At the 3rd level, you chose a Blood Killer Order. Choose between [[#|]], all 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.

Brand of Castigation[edit]

At the 6th level, 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.

Improved Critical[edit]

At the 6th level, you have an easier time finding the weak spot. Your weapon and unarmed attacks score a critical hit on a roll of 19 or 20.

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.

Dark Augmentation[edit]

Upon reaching the 10th level, 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).

Brand of Tethering[edit]

Starting at the 13th level, 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.

Superior Critical[edit]

Starting at the 13th level, you are even better at getting critical hits. Your weapon and unarmed attacks score a critical hit on a roll of 18–20.

Harden Soul[edit]

When you reach the 15th level, you have an advantage on saving throws against being charmed and frightened.

Brand of Corrosion[edit]

At 17th level, your Brand of Castigation now poisons the blood of your foe. Whenever you branded 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.

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 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 the Ghostslayer [edit]

The Order of the Ghostslayer is the oldest of the orders, having originally rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mysteries of the transition and how it can become corrupted by unholy powers to rise once more. Tuning their abilities to annihilate such abominations, these zealous blood killer cats seek out the sources of such necromantic energies, intent to destroy them wherever they arise.

Rite of the Dawn

At the 3rd level, you learn the Rite of the Dawn esoteric rite (detailed below).

Rite of the Dawn

Your rite damage is radiant damage. While the rite is active, you gain the following benefits:

  • Your weapon sheds bright light out to a radius of 20 feet.
  • You have resistance to necrotic damage.
  • Your weapon deals one additional hemocraft die of radiant damage when you hit an undead
Slayer of Undead

At the 3rd level, you are professional in killing and dealing damage to undead creatures. While your Crisom Rite is active, your attacks on undead creatures never have disadvantages. Additionally, all damage you deal to undead creatures counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Light Against the Undead

At the 7th level, your ability to weaken the undead reaches a new level. All hostile creatures in the light generated by Rite of the Dawn lose half of their speed. If they are undead, they have a disadvantage on all saving throws.

Brand of Sundering

At the 11th level, your Brand of Castigation now exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite. Whenever you damage a branded creature with your Crimson Rite, your weapon deals one additional hemocraft die of rite damage. In addition, the branded creature can’t move through creatures or objects.

Exorcist

At the 15th level, you become better at removing effects caused by undead creatures. As a bonus action, you can choose one creature you can see within 30 feet of you that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed.

Whenever you activate this ability, you can choose to amplify its effects by taking damage equal to one roll of your hemocraft die. When amplified, the creature that charmed, frightened, or possessed the target of your curse suffers 3d6 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn.

You can use this feature once per short or long rest

Rite Revival

At the 18th level, you learn to protect your fading life by absorbing your blood rite. When you are reduced to 0 hit points while you have an active Crimson Rite, but don’t die outright, the rite ends and you drop to 1 hit point instead. If you have rites active on multiple weapons, you choose which one ends.

Order of the Profane Soul [edit]

Those who have taken to the Order of the Profane Soul have seen the limits of hemocraft against some of the most ancient and cruel fiends and terrors of the world. Unable to pursue beings of such power, creatures able to vanish amongst the nobles without a trace, or bend the mind of the most stalwart warrior with but a glance, this order trusted in their resilience and delved into this same well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater. While they may have traded a part of themselves, members of this order believe the power gained far outweighs the price, for even devils now quake when they know they’ve drawn the attention of the Order of the Profane Soul.

Otherworldly Patron

At the 3rd level, you strike a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each detailed in the Player’s Handbook, the Undying within the Sword Coast Adventurer’s Guide, and the Celestial or Hexblade in Xanathar’s Guide to Everything. Your choice augments some of your order features.

  • The Archfey

You have chosen the Archfey as your otherworldly patron.

  • The Celestial

You have chosen the Celestial as your otherworldly patron.

  • The Fiend

You have chosen the Fiend as your otherworldly patron.

  • The Great Old One

You have chosen the Great Old One as your otherworldly patron.

  • The Hexblade

You have chosen the Hexblade as your otherworldly patron.

  • The Undying

You have chosen the Undying as your otherworldly patron.

Pact Magic

At the 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.

Cantrips

You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at the 10th level.

Spell Slots

The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Profane Soul table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach the 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class and order, you can choose one of the warlocks spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your warlock spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Profane Soul Spellcasting
Blood Killer Cat Level Cantrips Know Spells Known Spell Slots Spell Level
3 2 2 1 1
4 2 2 1 1
5 2 3 1 1
6 2 3 2 1
7 2 4 2 2
8 2 4 2 2
9 2 5 2 2
10 3 5 2 2
11 3 6 2 2
12 3 6 2 2
13 3 7 2 3
14 3 7 2 3
15 3 8 2 3
16 3 8 2 3
17 3 9 2 3
18 3 9 2 3
19 3 10 2 4
20 3 11 2 4
Rite Focus

At the 3rd level, your weapon becomes a core to your pact with your chosen dark patron. While you have an active Crimson Rite, you can use your weapon as a spellcasting focus (found in chapter 5 of the Player’s Handbook) for your warlock spells, and you gain a specific benefit based on your chosen pact (outlined below).

  • The Archfey

When you deal rite damage to a creature, it glows with faint light until the end of your next turn. For the duration, the creature can’t benefit from half cover, three-quarters cover, or being invisible.

  • The Celestial

As a bonus action to heal one creature that you can see within 60 feet of you. They regain a number of hit points equal to one roll of your hemocraft die + your Intelligence modifier (minimum of +1).

You can use this ability once per short or long rest.

  • The Fiend

While using the Rite of the Flame, if you roll a 1 or 2 on your rite damage die, you can reroll the die and choose which roll to use.

  • The Great Old One

When you score a critical hit against a creature while using the weapon, that creature takes an extra Hemocraft dice of physic damage.

  • The Hexblade

Whenever you target a creature with a spell, your next attack against the cursed creature deals additional damage equal to your proficiency modifier.

You can use this ability once per short or long rest

  • The Undying

Whenever you reduce a hostile creature to 0 hit points using a weapon attack, you regain a number of hit points equal to one roll of your hemocraft die.

Mystic Frenzy

At the 7th level, when you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.

Revealed Arcana

At the 7th level, your dark patron grants you the rare use of a dangerous arcane spell based on your pact.

  • The Archfey

You can cast blur once using a pact magic spell slot. You can’t do so again until you finish a long rest.

  • The Celestial

You can cast lesser restoration once using a pact magic spell slot. You can’t do so again until you finish a long rest.

  • The Fiend

You can cast scorching ray once using a pact magic spell slot. You can’t do so again until you finish a long rest.

  • The Great Old One

You can cast detect thoughts once using a pact magic spell slot. You can’t do so again until you finish a long rest.

  • The Hexblade

You can cast branding smite once using a pact magic spell slot. You can’t do so again until you finish a long rest.

  • The Undying

You can cast blindness/deafness once using a pact magic spell slot. You can’t do so again until you finish a long rest.

Brand of the Sapping Scar

At the 11th level, your Brand of Castigation feature now digs dark, arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has a disadvantage on their saving throws against your warlock spells.

Unsealed Arcana

At the 15th level, your patron grants you the rare use of an additional arcane spell based on your pact.

  • The Archfey

You can cast slow once without expending a spell slot. You can’t do so again until you finish a long rest.

  • The Celestial

You can cast aura of vitality once without expending a spell slot. You can’t do so again until you finish a long rest.

  • The Fiend

You can cast fireball once without expending a spell slot. You can’t do so again until you finish a long rest.

  • The Great Old One

You can cast haste once without expending a spell slot. You can’t do so again until you finish a long rest.

  • The Hexblade

You can cast blink once without expending a spell slot. You can’t do so again until you finish a long rest.

  • The Undying

You can cast bestow curse once without expending a spell slot. You can’t do so again until you finish a long rest.

Souleater

At the 18th level, you can use the souls of the newly dead to gain more power. Whenever a creature that has blood is reduced to 0 hit points within 30 feet of you, you can use your reaction to usher their soul to your patron in exchange for power. Until the end of your next turn, your weapon attacks have an advantage.

You can use this ability once per short or long rest.

Souleater Aplified

At the 18th level, you can use the souls of the newly dead to gain more magic. Whenever you use Souleater, you may choose to take damage equal to your Hemocraft dice. If you do so, your weapon attacks have an advantage until the end of your next turn and you regain an expended warlock spell slot.

You can use this ability once per long rest.

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.

  • Disortiating

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.

Optional 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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