Blood Quirk, Variant (5e Class)
Blood Manipulation Quirk, Variant[edit]
In a world full of unique quirks, there are bound to be any number of blood-based quirks, but only a handful can truly rise to the top and go Plus Ultra!
Before you go Plus Ultra....[edit]
There are a few requirements before you can get your Blood Manipulation Quirk to manifest (more specifically through multiclassing). You must meet the following requirements:
-Have a minimum Constitution and Dexterity of 14
-Can not be a Construct, Undead, or Elemental.
Creating a Blood Quirk[edit]
The Famous Pro Hero of the Blood Control Quirk: Vlad King, Source [[1]]. |
- Quick Build
You can make a Blood Manipulation user quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background.
Class Features
As a Blood Manipulation Quirk you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Blood Manipulation Quirk level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Blood Manipulation Quirk level after 1st
- Proficiencies
Armor: Light and Medium Armor
Weapons: Simple Weapons, Martial Melee Weapons
Tools:
Saving Throws: Dexterity, Constitution
Skills: Choose two from Athletics, Acrobatics, Arcana, Deception, Intimidation, Investigation, Perception, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two simple weapons or (b) One martial weapon
- (a) Leather armor or (b) Fine clothes
- Four Empty Vials
- If you are using starting wealth, you have If you are using starting wealth, you have 4d4 × 5 in funds. in funds.
Level | Proficiency Bonus |
Features | Hand to Hand Combat Die | Unarmored Movement |
---|---|---|---|---|
1st | +2 | Blood Acceptance, Unarmored Defense, Hand to Hand Combat | 1d4 | - |
2nd | +2 | Unarmored Movement | 1d4 | 10 ft. |
3rd | +2 | Specifics | 1d4 | 10 ft. |
4th | +2 | Ability Score Improvement, Alternate Feature: Quirk Mutation | 1d4 | 15 ft. |
5th | +3 | Specifics Feature | 1d6 | 15 ft. |
6th | +3 | Extra Attack | 1d6 | 15 ft. |
7th | +3 | Bloodhound | 1d6 | 20 ft. |
8th | +3 | Ability Score Improvement | 1d6 | 20 ft. |
9th | +4 | Specifics Feature | 1d8 | 20 ft. |
10th | +4 | Heroic Physique | 1d8 | 25 ft. |
11th | +4 | Specifics Feature, Extra Attack(2) | 1d8 | 25 ft. |
12th | +4 | Ability Score Improvement | 1d8 | 25 ft. |
13th | +5 | Blood Rush | 1d10 | 30 ft. |
14th | +5 | Specifics Feature | 1d10 | 30 ft. |
15th | +5 | Heroic Physique improvement | 1d10 | 30 ft. |
16th | +5 | Ability Score Improvement | 1d10 | 35 ft. |
17th | +6 | Undying | 1d12 | 35 ft. |
18th | +6 | Extra Attack(3) | 1d12 | 35 ft. |
19th | +6 | Ability Score Improvement | 1d12 | 40 ft. |
20th | +6 | Specifics Feature | 1d12 | 40 ft. |
Blood Acceptance[edit]
Your quirk has begun to manifest, and with it you have become more tied to your blood than those around you. Starting at 1st level, you will gain the following benefits:
- Your body will not reject transfusions of any blood type.
- Your blood can be transfused successfully into any creature regardless of their blood type.
- You are able to maintain your food and water requirements from digesting the blood of others.
- Disease or poisons introduced to your body cannot affect you - and are purged from your body after [8 - your Constitution modifier] hours.
- Though you may not be affected, your "ailment" can still affect others despite showing no symptoms.
- Your body is unable to purge "ailments" while you are exhausted.
Certain features require creatures to make a saving throw, the "Blood Tax" DC is the following:
DC = 8 + your Constitution modifier + your Proficiency bonus.
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
Hand to Hand Combat[edit]
At 1st level, your practice of hand to hand combat gives you mastery of combat styles that use unarmed strikes and CQC (Close-Quarters Combat) weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only CQC weapons and you aren't wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and CQC weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or CQC weapon. This die changes as you gain Blood Manipulation levels, as shown in the Hand to Hand combat table.
- When you use the Attack action with an unarmed strike or a CQC weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Unarmored Movement[edit]
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Blood Manipulation levels, as shown in the unarmored movement table.
At 9th level, you gain the ability to move along vertical surfaces on your turn without falling during the move.
Specifics[edit]
At 3rd level, you choose a specifics of your quirk. Choose between Blood Control, Bloodcurdle, or Transform, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 9th, 11th, and 14th level.
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.
Alternate Feature: Quirk Mutation[edit]
In place of increasing your ability scores or picking an optional feat with the Ability Score Increase, you may instead choose to pick a feature from a different subclass that you have the level requirements for.
Some features you may just take - however if they have the "X Mutation." subtext you must take that version of the feature. You may not receive the benefits of a Mutation outside of Alternate Feature: Quirk Mutation.
Extra Attack[edit]
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Bloodhound[edit]
At 7th level, you have become a great tracking machine to hunt down targets by their blood. You have advantage on Survival checks to track creatures by their blood, or in Perception checks to smell blood. Upon consuming a creature's blood, you learn the following:
- Blood Type
- Traces of Poison within the blood
- Estimated Time of Death if immediately consumed from a dead creature, or time since extraction otherwise, via oxidization of the blood
Heroic Physique[edit]
At 9th level, your training has pushed your body to its human limit and beyond. Choose one of the following. At 15th level, you may take another of the following, or the enhanced version of your choice.
- Strength: You have advantage on grappling checks.
- Speed: When you are targeted by an area effect that lets you to make a Dexterity saving throw to take only half damage, such as fireball, you instead take no damage if you succeed on the saving throw, and only half damage if you fail the save.
- Enhanced
- Strength: Every hit die gained from this class increases to a d12.
- Speed: Your movement speed increases by +10 feet.
Blood Rush[edit]
At 13th level, the amount of your unarmed strikes' and CQC weapon attacks' damage dice increases by 1 (1 -> 2d4 -> 2d6), and you gain additional unarmed strikes as per the Extra Attack feature when using your bonus action to unarmed strike (refer to Hand to Hand Combat).
Undying[edit]
At 17th level, when you are reduced to 0 hit points, you may instead drop to 1. You may use this feature a number of times equal to your Constitution modifier +1 (minimum 2), regaining use of this feature at the end of a long rest.
Blood Control[edit]
Your quirk allows you to manipulate your own blood while you are touching it, but with enough training even these limitations can be overcome.
- Wrist Jet
At 3rd level, you can violently eject blood out of custom-made wrist-mounted devices in highly pressurized streams / bullets. When you attack with an unarmed strike you may increase it's reach by 5 ft for every 2 HP spent - up to your proficiency bonus. (2 HP per point of Proficiency; 2 HP = +5 ft, 6 HP = +15 ft) Unarmed strikes made this way deal your choice of Slashing or Piercing damage.
- Mutation. Your bloodlust surpasses the limits of mere distance for you to catch your prey. In addition to increasing the range of unarmed strikes you may momentarily sever your arms to increase your reach for melee weapon attacks, puppeteering your limbs with strands of blood and reattaching them after the attack.
- Weapons with the Heavy property have disadvantage on attack rolls when used in this way. You cannot change the damage type of melee weapon attacks this way.
- Greater Defense
At 3rd level, you can increase your AC by surrounding your body in hardened blood. As a Action, you may increase your AC up to an amount equal to your proficiency bonus - but lose twice as many hit points. (2 HP = +1 AC, 6 HP = +3 AC)
- At 9th level, fully doing so grants the bonuses of Half Cover (+2 on AC and Dex Saves), gaining Half Cover outside of this feature grants the bonuses of 3/4 Cover (+5 on AC and Dex Saves)
- All bonuses are lost after 1 minute, you cannot use this feature multiple times to stack AC.
- Bloody Hold
At 5th level, as an action, you lose 10 hit points to cover a creature within 5 feet in a solid case of blood. They must succeed a Dexterity saving throw or become restrained for 1 minute or until you end this effect as a bonus action. They may attempt a Strength saving throw at the end of each of their turns, ending this effect on a success.
- Enhanced Scabbing
At 9th level, you may redirect your blood flow to instantly heal your body at the expense of significant blood loss. You regain 4d8 + your Constitution modifier hit points, but you gain 1 level of exhaustion.
- Internal Storage
At 11th level, you develop a secondary circulatory system that exclusively stores and keeps fresh an amount of additional blood. You have a pool of hit points equal to your level + your Constitution modifier that can be spent instead of your own hit points for your subclass features. You may spend 16 hit points from this pool to regain 1 level of exhaustion gained from Enhanced Scabbing. You may store 1d4 + your Strength modifier hit points into this pool as a bonus action, losing an equal amount of hit points. You may store 16 hit points in exchange for gaining 1 level of exhaustion.
- Shrapnel
At 14th level, you can convert your blood into weapons as a bonus action for 4 hit points. You may only have up to 4 of these weapons created at a time. Creating a 5th destroys the 1st. You may create a thrown weapon as part of its own attack for 6 hit points.
- Blood Hero: Vlad King
At 20th level, your Internal Storage capacity is doubled, and storing blood stores twice as many hit points.
Bloodcurdle[edit]
You can paralyze a creature with nothing more than a taste of their freshly procured blood.
- Paralysis
At 3rd level, on the turn after you have successfully attacked a creature, you may ingest its blood as an action. Upon ingestion, the creature the blood came from is paralyzed for 1d4 turns. The creature may make a Constitution saving throw. On a success, they may reduce the time they are paralyzed by 1d4 turns. After a creature is paralyzed, you must wait a number of turns equal to how long they were paralyzed before paralyzing them again.
- Blood Control Mutation. You gain the normal use of this feature, however instead of ingesting your targets blood - you inject your own into them and fluctuate it through their body. The successful attack required for this feature must be from using Wrist Jet on the target and may be activated within Con Mod. rounds after said attack, during this time they are under the poisoned condition when within your Wrist Jet's maximum range.
- Urban Combatant
At 5th level, you have spent enough time in cities to know how to get around. You gain a climbing speed of 20 feet. If you already have a climbing speed, it is increased by 20 feet.
- Enhanced Paralysis
At 9th level, your Paralysis die increases to 2d4.
- Jagged Blade
At 11th level, you know what makes people hurt. When wielding a martial melee weapon that you have owned for at least 1 hour, you deal an additional 1d6 psychic damage.
Additionally, martial melee weapons with the Versatile property count as CQC weapons for the purposes of Hand to Hand Training
- Indomitable Will
At 14th level, when you are reduced to 0 hit points, you make one final stand, terrifying all in your wake. Every creature that can see you must succeed a Charisma saving throw or become paralyzed until the end of their next turn.
- The Hero Killer: Stain
At 20th level, you gain 1 additional use of Undying.
Transform[edit]
You may transform into another creature using their blood.
- Transformation
At 3rd level, you may transform into any humanoid of the same size category as yourself as an action. This transformation is solely visual and verbal, and does not grant you any of their features. 1 cup of blood that has been consumed within the past 24 hours allows a transformation to last for 1 hour. You may recreate the creature's clothing, but any clothing you are wearing will take priority. This only applies to the creature who's blood you have consumed 1 cup of most recently.
- Knife Proficiency
At 5th level, when you make a thrown attack with a knife or otherwise light, one-handed weapon with the thrown property, its thrown ranges are doubled. When you gain Universal Combatant, you can make one attack with your knife as a bonus action.
- Multiple Transformation
At 9th level, you may keep the blood of up to 4 creatures stored inside your body for up to 72 hours. You may switch between which creature you are transformed into as a bonus action.
- Lengthy Transformation
At 11th level, 1 cup of blood allows a transformation to last for 24 hours.
- Physical Infusion
At 14th level, when you transform into a creature, you may choose to gain any of their Strength, Dexterity, and Constitution scores.
- Psycho Villain: Yakuza Toga
At 20th level, when you transform into a creature, you gain any features that you have observed, including quirks.
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