Blood Siphon (5e Class)
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Blood Siphon[edit]
Blood Siphons are warriors trained in an ancient form of blood magic that allows them to absorb the lifeblood of their victims with strikes from their weapons, and use this vital fluid to enhance their own abilities. Blood siphons are usually predators, hunting creatures for their blood, and for the power contained inside it.
Some Blood siphons are bounty hunters, using the abilities to sense blood from miles away as a tool to flawlessly track their victims. Some use this power as a way to heal others, transferring the blood of the healthy to the sick, mending wounds and saving as many lives as they take away. And others deepen their studies on blood magic, drawing powerful arcane magic from their veins.
Creating a Blood Siphon[edit]
When you create a Blood Siphon, some of the following questions can help you to develop your character: how did you became a blood siphon? Have you been trained or did you developed your techniques by yourself. Why did you choose this bloodied path? Are you seeking revenge for some wrongdoing, or you are just curious, seeking to unearth the secrets of this blood magic. How and why you use the powers you acquire? Do you use these powers for your personal benefit, slaying those who enter on your way, or do you use this power to better the life of others, as a hero? The path of a blood siphon usually results in lots of bloodshed, and you must choose the reason why your character is willing to follow this dangerous and hard way of life.
- Quick Build
You can make a Blood Siphon quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity, depending on your choice between fighting with melee weapons or ranged (or finesse) weapons. Second, choose the Hermit background. Third, choose longsword, a scale mail, a explorer's pack, a light crossbow, a shortsword and a shield.
Class Features
As a Blood Siphon you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Blood Siphon level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Blood Siphon level after 1st
- Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Arcana, Athletics, Insight, Intimidation, Perception, Religion and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword or (b) a rapier or (c) any martial weapon
- (a) scale mail or (b) studded leather
- (a) dungeoneer's pack or (b) explorer's pack
- any simple weapon, any martial weapon and a shield
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Siphoning |
---|---|---|---|
1st | +2 | Shark Scent, Siphoning, Gory Frenzy | 2 |
2nd | +2 | Blood Transfer, Clotted Blood Shell | 2 |
3rd | +2 | Sanguine Tradition, Blood Thirsty Blade | 3 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | Extra Attack, Coagulation | 4 |
6th | +3 | Sanguine Tradition Feature | 4 |
7th | +3 | Vitae | 5 |
8th | +3 | Ability Score Improvement | 5 |
9th | +4 | Gory Frenzy | 5 |
10th | +4 | Draining Aura | 5 |
11th | +4 | Blood Thirsty Blade Improvement | 6 |
12th | +4 | Ability Score Improvement | 6 |
13th | +5 | Gory Frenzy | 6 |
14th | +5 | Sanguine Tradition Feature | 6 |
15th | +5 | Thick Blooded | 7 |
16th | +5 | Ability Score Improvement | 7 |
17th | +6 | Gory Frenzy | 8 |
18th | +6 | Kill Frenzy | 8 |
19th | +6 | Ability Score Improvement | 9 |
20th | +6 | Bloodied Champion | 9 |
Siphoning[edit]
Starting at 1st level, you gain the ability to drain the life force present in a creature's blood with your attacks. Whenever you hit a creature with a weapon attack, you can choose to drain its blood. When you do so, your weapon attack deals necrotic damage, instead of the normal damage for that attack, and you regain hit points equal to the amount of damage dealt.
The maximum amount of hit points you can regain using this feature equals 5 hit points x your proficiency bonus. You can use this feature twice, gaining more uses of this feature as you gain levels in this class, as shown in the Siphoning column on the Blood Siphon table.
When you expend all uses of this feature, you regain them after completing a long rest.
Gory Frenzy[edit]
At 1st level, when you use your Siphoning feature, you can activate a Gory Frenzy as a bonus action. When you do so, you don't regain hit points by the use of Siphoning, activating one of your Gory Frenzy features instead.
While Gory Frenzy is active, you can't cast spells or concentrate on them. In addition, you can't use any features that would prevent you from casting or concentrating on spells.
You gain two Gory Frenzy Features at 1st level, and two more at 9th, 13th and 17th levels.
Shark Scent[edit]
Also at 1st level, you can detect creatures by smelling their blood. You have advantage on Wisdom (Perception) and (Survival) checks to locate creatures that are under their maximum amount of hit points.
In addition, you can detect creatures under half their maximum amount of hit points as if you had blindsight up to a range of 30 feet.
Blood Transfer[edit]
Starting at 2nd level, you can transfer part of your own vitality to other creatures. As an action, you can touch a creature and spend a number of hit die equal to your proficiency bonus. That creature regains an amount of hit points equal to the number rolled on the dice + your Constitution modifier.
You can heal yourself with this feature.
Clotted Blood-shell[edit]
Also at 2nd level, fluff. When you hit a creature within 5 feet with a melee weapon attack, you can use your reaction to gain an amount of temporary hit points equal to your proficiency bonus + your Constitution modifier. These temporary hit points last until the start of your next turn.
Sanguine Tradition[edit]
Beginning at 3rd level, you choose one sanguine tradition to dedicate yourself to. Choose a Tradition, detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 14th, and 18th level.
Bloodthirsty Blade[edit]
By 3rd level, you can cause your strikes to infect the blood of your victims with necrotic power. Once on each of your turns when you hit a creature with a melee weapon attack, you can spend one use of your Siphoning feature to deal additional necrotic damage equal to 1d8 x your proficiency bonus.
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.
Coagulation[edit]
Your wounds quickly scar. Starting at 5th level, you add your proficiency bonus to your death saving throws.
In addition, you are immune to effects that would cause you to bleed.
Vitae[edit]
Beginning at 7th level, whenever you roll a hit die to recover hit points or to restore hit points with your Blood Transfer feature, you get the maximum result, without the need for rolling.
Draining Aura[edit]
Beginning at 10th level, you can use your action to create an aura that drains the vitality of any creature around you. For 1 minute, any creature of your choice within 20 feet must succeed on a Constitution saving throw, or take 1d6 necrotic damage, while you regain the same amount of hit points.
In addition, you can use your bonus action in each turn to drain the blood of one creature you can see within 60 feet. The target must succeed on a Constitution saving throw, or take 1d12 necrotic damage, or half as much on a success, and you regain hit points equal to the necrotic damage dealt.
Once you use this ability, you can’t use it again until you finish a long rest.
Crimson Harvest[edit]
Starting at 11th level, whenever you use your Blood Thirsty Blade, you can choose to activate your Siphoning ability without spending additional uses of the feature. You can use your Gory Frenzy as part of this Siphoning, as normal.
Thick Blooded[edit]
At 15th level, the power within your blood enhances your resistance against death. You have advantage on Constitution saving throws made to avoid spells from the necromancy school, on death saving throws and you become resistant to necrotic damage.
Kill Frenzy[edit]
Starting at 18th level, whenever you reduce a hostile creature to 0 hit points, you can activate one Gory Frenzy on you. If the Gory Frenzy is already active, you gain the benefits of one Gory Frenzy of your choice on top of the currently active until the end of your next turn.
Bloodied Champion[edit]
When you reach the 20th level, once in each of your turns you can use your Siphoning feature at will, as if you were a 1st-level Blood Siphon.
In addition, while you are under your Gory Frenzy, you are resistant to all types of damage.
Gory Frenzy Features[edit]
- Energy Surge
The recently drained blood courses through your veins, granting you an energy boost. For 1 minute, you add a d4 to all your attack rolls, ability checks and saving throws. The die increase to a d6 at 9th level and a d8 at 17th level. You can't use this die more than once in each turn.
- Rabid Rage
You become covered by the blood of your foes, granting you a disturbing appearance. For 1 minute, any hostile creature within 10 feet of you must succeed on a Wisdom saving throw, or be frightened by you until the end of your next turn. The range increase to 20 feet at 9th level and at 17th level a creature must use its reaction to move up to its movement speed away from you on a failed save.
- Bloodied Armor
The blood drawn from your weapon attack swirls around you as an armor, protecting you from harm. For 1 minute, you gain a pool of 10d10's. Whenever you take damage from an attack, you can spend one die from the pool and reduce the damage taken by the amount rolled. If the pool is reduced to 0, the armor is dispelled. At 9th level you add your Constitution modifier to the damage reduced. At 17th level, the attacker take damage equal to the damage reduced.
- Infected Blade
The blood coating your weapon become infected and sickening. For 1 minute, whenever you hit a creature with an attack from the weapon you wield, you deal additional damage equal to 1d4. The damage is poison. At 9th level, the damage increase to 1d6 and the creature is poisoned until the end of your next turn. At 17th level, the damage increase to 1d8 and becomes necrotic.
- Acidic Bleeding
When hit, you spill a corroding ichor from the wound. For 1 minute, whenever a creature hit you with a melee attack, you can force it to make a Dexterity saving throw as a reaction, or take 1d10 acid damage. The damage becomes 2d10 at 9th level or 3d10 at 17th level.
- Speed Burst
After draining a creature's blood, you gain a surge of energy and speed. For 1 minute, your movement speed is doubled. In addition, you can take the Dash and Disengage actions as a bonus action in each of your turns. At 9th level, you can make a single attack as a bonus action. At 17th level, you can take the Attack action as a bonus action.
- Keen Blade
Your frenzy makes your attacks more precise and deadly. You score critical hits on a 19-20 and you roll one additional die of damage on a critical. This increases to 18-20 and you roll two additional dies of damage on a critical at 9th level and 17-20 and three dies of damage on a critical at 17th level.
- Red Eyed
prerequisite: Crimson Slayer
You heighten your senses. You gain darkvision up to a range of 120 feet, and you can see trough normal and magical darkness. At 9th level, you can also see invisible creatures up to that distance and your vision can't be obscured. At 17th level, you gain truesight up to that distance.
- Regeneration
prerequisite: Sacrificial Healer
Your wounds mend by themselves. You regain 1 hit point at the start of each turn, and you reattach loss limbs by pressing them against your body. Starting at 9th level you regain 1d4 hit points each turn and you end conditions on yourself as if the spell minor restoration had been cast on you. At 17th level, you regain 1d6 hit points at the start of each turn and harmful conditions on yourself as if you have been target by a greater restoration spell.
- Arcane Destruction
prerequisite: Hemomancer
When you activate this frenzy and as an action on each turn you can hurl arcane energy against a creature within 120 feet. You make a ranged spell attack, and on a hit, you cause 1d10 points of damage against your target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take the same damage. At 9th level, you can use your bonus action in each turn to use your Arcane Destruction. At 17th level, you cause 2d10 damage and creatures take half damage on a failed save or on a miss.
The damage type is acid, cold, fire, lightning or thunder. You can cause necrotic and psychic damage at 9th level and force damage at 17th level.
Archetypes[edit]
Crimson Slayer[edit]
Crimson slayers specialize in marking the scent of creatures, tracking them and killing them. They are specialized hunters by nature, using the enhanced senses to hunt their targets.
- Natural Tracker
Starting at 3rd level, whenever you make a Wisdom (Survival) check and Wisdom (Perception) check and roll a 7 or lower, you can choose an 8 instead.
In addition, if you have enough blood of a creature to fill a vial, you can use an action to know the location of that creature if you are within 1 mile of it.
- Slayer Mark
At 3rd level, whenever use your Gory Frenzy, you can choose one creature you can see within 30 feet to mark. Whenever you hit the marked creature, you cause additional damage equal to your Constitution modifier, and regain hit points equal to the damage dealt.
You can use a bonus action in each turn to mark another creature if Gory Frenzy is still active.
- Relentless Stalker
Starting at 6th level, when you are under the effect of your Gory Frenzy, you can use your bonus action to teleport up to 30 feet in each of its turns to the position of a creature marked by your Slayer's Mark. You can place the mark and teleport as part of the same bonus action.
- Slaying Strike
At 14th level, when you use your Siphoning or Blood Thirsty Blade features, you can choose to deal the maximum amount of necrotic damage, instead of rolling for damage. You can't use this feature on critical hits.
Once you use this feature, you can't use it again until you finish a short or a long rest, unless you spend two hit dice to use it again.
Sacrificial Healer[edit]
Using the power of vitality to mend wounds, sacrificial healers use the blood magic to keep creatures alive, stealing the lifeblood of more healthy creatures to help those in need.
- Medicinal Training
Starting at 3rd level, you gain proficiency in the Medicine skill . In addition, whenever you make a (Wisdom) Medicine check to stabilize a creature, the creature can choose to regain hit points as if it had completed a short rest, by spending hit dice.
You can also use your action to touch a poisoned creature, and if that creature is willing, it can lose one hit die to end the poisoned condition on itself.
- Blood Link
Starting at 3rd level, you can bind yourself with a willing creature you touch as an action. You can bind yourself with a number of creatures equal to your proficiency bonus.
You can use your Blood Transfer feature at any distance as long as all creatures are in the same plane, and as a bonus action if the target is a bound creature. You can also use the Hit Dice of any creature who shares the link as a fuel to Blood Transfer, instead of your own. If you use the Hit Die of another creature to use Blood Transfer, you can heal your own hit points
In addition, whenever you would regain hit points with a Blood Siphon feature, you can choose to heal a bound creature instead.
- Flowing Blood
Starting at 6th level, whenever you use your Blood Transfer to restore hit points, you can also end one harmful condition on that creature, as if you had cast the minor restoration spell.
In addition, if any creature on the link is reduced to 0 hit points, you can spend one hit die from any creature in the link to reduce that creature to 1 hit point instead.
- Vampiric Link
At 14th level, you learn how to create a blood link with a hostile creature you can see within 30 feet. As a bonus action in each of your turns, you can force that creature to make a Constitution saving throw. On a failed save, you drain a a number of hit die equal to your proficiency bonus from that creature, or half as much on a success.
If the hit die of the creature are reduced to 0, you can use your bonus action in each of your turns to force the creature to make a Constitution saving throw, or take 1d10 necrotic damage, while you or another member of your blood link regain the same amount of hit points.
The link ends if a creature succeed on a saving throw, or if you end your turn further than 30 feet from the target. You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
Hemomancer[edit]
Drawing from their blood to cast spells, hemomancer use the vitae as a source of power and a fuel for arcane magic.
- Arcane Dabbler
Starting at 3rd level, you gain proficiency in the Arcana skill. In addition, you learn the Prestidigitation cantrip.
- Blood Magic
Starting at 3rd level, you learn the secrets of blood magic. You learn two cantrips of your choice the sorcerer spell list. In addition, you can choose two spells of 1st-level from the sorcerer's list. You learn three additional ones at 5th, 9th, 13th and 17th levels. Whenever you learn a new spell, you can replace one old spell for a new one.
You can spend one use of your Blood Siphoning feature to cast one of your chosen spells. The spell is always cast at a level equal to your proficiency bonus - 1.
When you cast a spell using blood magic, you don't need to offer components, unless they have a cost in gp.
Charisma is your spellcasting ability for these spells. You calculate your spell save DC and your spell attack bonus as follows:
Spell Save DC = 8 + proficiency bonus + your Charisma modifier.
Spell Attack Bonus = your proficiency bonus + your Charisma modifier.
- Arcane Frenzy
Starting at 6th level, the magic boils and explodes from your veins. Whenever you spend an use of your Siphoning feature to enter in a Gory Frenzy, you can cast one of your chosen spells that has the casting time of one action, instead of using your Gory Frenzy feature.
In addition, whenever you take the Attack action, you can replace one of your attacks to cast one of your Blood Siphon cantrips instead.
- Hemomancy Mastery
When you reach the 14th level, you master the secrets of vital magic. You can choose one spell of 6th level or lower from the sorcerer spell and cast it using an action, without spending a spell slot.
You can use this ability once, regaining the ability to do so after a long rest. Each time you use this ability you can choose a new spell.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Blood Siphon class, you must meet these prerequisites: Constitution 13, Dexterity or Strength 13
Proficiencies. When you multiclass into the Blood Siphon class, you gain the following proficiencies: light armor, medium armor, simple weapons, martial weapons.
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