Blood Quirk (5e Class)
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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!
I just wanna love, live and die my way
Before you go Plus Ultra....
There are a few requirements before you can get your Permeation Quirk. You must meet the following requirements:
-Can not be a Construct, Undead, or Elemental.
Creating a Blood Quirk
|The Famous Pro Hero of the Blood Control Quirk: Vlad King, Source [].|
- Quick Build
You can make a Permeation quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background.
As a Blood Quirk you gain the following class features.
- Hit Points
Armor: Light and Medium Armor
Weapons: Simple Weapons, Martial Melee Weapons
Saving Throws: Dexterity, Constitution
Skills: AChoose two from Athletics, Acrobatics, Arcana, Deception, Intimidation, Investigation, Perception, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two simple weapons or (b) one martial weapon or (c) four empty vials
- Leather armor or (c) fine clothes
- Dungeoneer's pack
- If you are using starting wealth, you have If you are using starting wealth, you have 2d4 × 5 in funds. in funds.
|3rd||+2||Specifics, Specifics Feature|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
At 1st level, you may drink blood without contracting poison or disease. Your body will not reject transfusions of any blood type, and your blood can be transfused successfully into any creature regardless of their blood type.
Certain features require creatures to make a saving throw. Its DC is the following:
- Your Permeation Effect DC = 8 + your Dexterity modifier + your Proficiency bonus.
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
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.
At 7th level, you have advantage on Survival checks to track creatures by their 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 temperature of the blood
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.
- Strength: Every hit die gained from this class increases to a d8.
- Speed: Your movement speed increases by +10 feet.
At 13th level, your unarmed attacks' damage die increases by 1 tier (1 -> 1d4 -> 1d6), and you may make a single unarmed attack as a bonus action. This die increase can not be used alongside another unarmed damage die increase, such as the monk's unarmed strike die.
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.
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. You may increase an unarmed attack's range by 5 feet and make it deal slashing damage as part of the attack, but doing so causes you to lose an amount of hit points equal to your attack's unarmed die.
- 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.
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.
You can paralyze a creature with nothing more than a taste of their freshly procured blood.
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.
- 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.
- 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.
You may transform into another creature using their blood.
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.