Blood War Remnant (5e Class)
Blood War Remnant[edit]
The Blood Wars[edit]
The Blood Wars spent an enormous amount of blood in the now banned school of magic type of the same name. As a result of intense magical sacrifices and clashing magical energies your existence has become one infected by a formless web of blood and muscley tendrils.
Origin[edit]
Infected via blood to blood contact with an entity intent on sharing the abilities with a compatible and willing creature. The original source unknown and only a single example of an acclimating figure. Yours in a legacy of entire civilisation's souls bound in blood. As part of becoming a vessel for the souls borne magic, your race is annihilated off of you and you instead gain the following features:
- Choose a race, you gain from it your outwards appearance. Your heritage is a flexible one so choose another or the same race, and choose one racial to gain. (example: Human visage chosen, elf trance racial chosen)
- Your chosen race becomes your "true visage" for the purpose of effects such as moonbeam. In addition, you gain the size(s) and walking speed of that race. (speeds cannot include flying or climbing unless such a feature was chosen in the point above.)
- Your creature type is Monstrous & Aberration, instead of humanoid.
- You gain proficiency in two skills of your choice.
- Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Class Features
As a Blood War Remnant you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Blood War Remnant level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Blood War Remnant level after 1st
- Proficiencies
Armor:
Weapons: Biological Weapons.
Tools: None.
Saving Throws: Strength and Constitution.
Skills: Choose two: Acrobatics, Athletics, Deception, History, Intimidation, Perception, Persuasion, Stealth, Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Common Clothing
Level | Proficiency Bonus |
Biological Weapons Damage | Unarmoured Movement | Features | ECP |
---|---|---|---|---|---|
1st | +2 | 1d4 | +0ft | Natural Armour, Biological Weapons | 1 |
2nd | +2 | 1d4 | +10ft | Consume, Unarmoured Movement | 2 |
3rd | +2 | 1d4 | +10ft | Evolved Combat, Partial Immunity | 3 |
4th | +2 | 1d4 | +10ft | Ability Score Improvement, Tremendous Momentum | 4 |
5th | +3 | 1d6 | +15ft | Heat Vision, Extra Attack | 5 |
6th | +3 | 1d6 | +15ft | Empowered Strikes, Mutate Blade | 6 |
7th | +3 | 1d6 | +15ft | Juggernaut, Hardy Mind | 7 |
8th | +3 | 1d6 | +15ft | Ability Score Improvement | 8 |
9th | +4 | 1d6 | +15ft | Unarmoured Movement | 9 |
10th | +4 | 1d6 | +20ft | Immunity | 10 |
11th | +4 | 1d8 | +20ft | Ground Spike Graveyard | 11 |
12th | +4 | 1d8 | +20ft | Ability Score Improvement | 12 |
13th | +5 | 1d8 | +20ft | Cellular Learning | 13 |
14th | +5 | 1d8 | +25ft | Unstoppable | 14 |
15th | +5 | 1d8 | +25ft | Negligible Mortality | 15 |
16th | +5 | 1d8 | +25ft | Ability Score Improvement | 16 |
17th | +6 | 1d10 | +25ft | Monstrous | 17 |
18th | +6 | 1d10 | +30ft | Biomass Armour | 18 |
19th | +6 | 1d10 | +30ft | Ability Score Improvement | 19 |
20th | +6 | 1d10 | +30ft | Apex Predator | 20 |
Natural Armour[edit]
Starting at 1st level, the blood magic has altered your skin to be like armour. Your AC becomes 11 + Constitution modifier.
Biological Weapons[edit]
You are your own arsenal. You can mutate your arms into weapons which can be used to devastate your enemies. Bio weapons are considered natural weapons which use your strength modifier for attack rolls (you can only have one bio weapon at a time). You are considered proficient with all Biological Weapons. The damage each weapon does scales according to the table. You can add your Strength modifier to the damage of each weapon.
Starting at 1st level, with a bonus action you can change your arm's shape in these ways:
- Mutate Claws: When you use the attack action with your claws on your turn, you can make one additional claw attack as a bonus action. When attacking with a bonus action, you can add your strength modifier for your damage roll.
- Mutate Whiplash: This weapon has a reach of 30ft. When your strength score reaches 16, you can carry yourself with ease and cling to surfaces using your whiplashes. (Action to do so)
- Mutate Shield: You can use your off hand to summon a Blood magic infused bone shield on your offhand. The shield remains until your next turn, or until you take any action that would be considered an attack. when you activate this shield, you do not lose other mutate weapons, the off hand used for this will after the shield disappears simply revert to the previous bio weapon. This cannot be used as a normal shield, look under Evolved Combat for uses.
- Mutate Hammerfist: When you attack with the Hammerfist, each creature within 10ft of you must make a Dexterity check against a DC equal to 8 + your Strength modifier + your proficiency bonus, dealing full damage on a fail, or half damage on a success. The hammers however weight too much to make multiple attacks in a turn, you must use your full action to make a single attack with this weapon.
Unarmoured Movement[edit]
Your biology was drastically altered in the blood rituals, allowing you to move much faster than most races. Starting at 2nd level, your speed increases by 10 feet while you are not wearing armour. This bonus increases when you reach certain levels.
Consume[edit]
You've learnt that you can use the biology of your enemies to fuel yourself far more than normal. Starting at level 2, when you reduce a creature to 0 hit points, or if the creature had died within the last 24 hours, you can choose to Consume a creature over the course of a minute. Nothing biological remains of the body and its clothing after consumption, any magically enchanted or metallic items are left behind unscathed.
When you do, you gain temporary hit points equal to your Constitution modifier + your level (minimum of 1). Nothing biological remains of the body and its clothing after consumption, any magically enchanted or metallic items are left behind unscathed.
After you've Consumed someone, you can attempt to take on their form (only works if your target is a humanoid shape). To do so, you must pass a Constitution check, DC 15. If you succeed, you take on their body shape and can appear to be dressed in the clothes they were in when you consumed them. These clothes are entirely made of your own biomass and are considered part of your body. If you fail, you cannot attempt to take their form.
When you consume them, you gain their short term memories of the last 24 hours before they died, regardless of if you are able to take their form. You can return to your true form as a bonus action, and are able to switch between your true form and the form of the person you consumed as a bonus action. If you consume another person, you can no longer take the form of the previous person you consumed, regardless of if you passed the check to take on the form of the newly consumed person.
- Anything before the 24 hour period before death is not absorbed.
Evolved Combat[edit]
Starting at 3rd level, you are able to push yourself beyond common ability. You have a number of EC points equal to your level, you can spend these points to perform the following actions. Your DC for any Evolved Combat ability equals: 8 + Proficiency bonus + Strength modifier. (Regained after a short / long rest)
Each effect can only be activated once per relevant attack/action unless specified otherwise.:
- Surge
Immediately after you take the Attack action with your mutated Claws on your turn, you can spend 1 Evolved Combat point to make an extra Mutate Claw attack when you use your bonus action to attack. (Only once)
- Flip
Once a turn, you can spend 1 points to force the target of a mutate claw attack to make a strength saving throw of be swiped with the blunt backside of your claws and be knocked prone as part of the results of the attack. In addition, the attack made with this EC becomes bludgeoning damage.
- Cleave
You can spend 1 point to continue the momentum of your mutate claw attack to a second creature within 5ft. Roll a separate hit for each new creature. (this can be activated repeatedly and cannot hit the same creature twice)
- Grapple Hook
You can spend 1 point to grapple a target when attacking (before damage) with your Whiplash. If the target is one size bigger or smaller than that, you can make a contested Athletics check to pull it towards you, or if the target is 2 sizes bigger or more than you, you can reel yourself onto or next the creature (Ask your DM for mounting context)
- Sweep
You can spend up to 3 point(s) and your action to briefly mutate both arms into whiplashes and attack everything in a cone in front of you. Baseline: 15ft cone, bioweapon damage die. For each extra point spent, add 5ft to the cone, and another die.
- Deep Impact
You can spend 2 point while having fallen 20ft or more with your mutate hammerfist weapons, when you do so you increase the size of its radius by up to 20ft total, and damage by an extra Biological weapon die. (This can only be used once per round)
If terminal velocity is reached (500ft fall), the radius becomes a 50ft and you will do additional damage to all affected targets equal to the falling damage you take as part of the fall, in addition to the two biological weapon die.
- Ground tremors
You can spend 2 points while wielding your hammerfists to shake the ground as part of your attack, knocking prone those who fail the saving throw in addition to normal damage.
- Pushing Attack
You can spend 1 point while wielding your hammerfists to violently pound the ground to produce a shockwave, any creature within range who fails the saving throw are sent flying 15ft away from the point of impact in addition to normal damage.
- Concentrated Jump
You can spend 1 point to double your jump distance/height, but will not work in conjunction with spells such as "Jump"
- Shield hit
You can spend 1 point and your reaction to briefly change your offhand to your shield, gaining a +2 to your AC and immunity to effects such as magic missile.
- Shield Absorb
You can spend X point(s) (minimum 1) and your reaction to briefly hold you shield out and brace yourself for impact. When doing so you deflect Xd10 + Con mod damage of any type as though they didn't hit. This can only be used on cone and line effects, such as burning hands, breath attacks, lightning bolt. Any creature that would be considered "behind" you while you absorb the full damage of such an effect is considered in full cover and will be unaffected.
Partial Immunity[edit]
Starting at level 3, your body's blood infused nature repels a number of ill effects. You become immune to disease and gain resistance to poison and poison saving throws.
Ability Score Increase[edit]
When you reach the 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.
Tremendous Momentum[edit]
Starting at level 4, your jumping distance and height is doubled and your distance before you can fall before taking damage is also doubled (This will equate/default to 20ft in most campaigns). In addition, you cannot take fall damage in excess of half your max hit points. When dashing you can ascend vertical walls for as long as you have movement remaining.
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Heat Vision[edit]
Starting at 5th level, within your line of sight you can see heat signatures. (Blindsight based on heat in the full line of sight)
Effects that obfuscate vision are contextually going to cause any creature within the area to become invisible to you, any creature within temperature sensitive effects will be considered fully obscured to you, even if within 5ft. (Fog, steam, drastic rain, significantly hotter or colder temperatures due to assumed clothing/coverings)
Empowered Bioweapon Strikes[edit]
Starting at 6th level, the blood magic that created you have seeped through your essence and now hones your blades. Your bioweapon strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Mutate Blade[edit]
Starting at 6th level, you can mutate your arm into a long, sharp blade. The blade has 2d10 + Biological Weapons die as slashing damage. The blade reverts to what you previously had as your main hand (claw, whip, none etc..) after the attack whether hit or missed but always after damage. Evolved Combat Flip and Cleave can be added to this attack. This can only be used after taking the dash action. You off hand remains what it was when you used this. (Unless it was mutate shield in which case it still reverts like normal)
When you dash, you can spend 2 Evolved Combat points to mutate blade and make a single attack as part of the dash action.
Hardy Mind[edit]
Starting at 7th level, you gain advantage on intelligence, wisdom & charisma saving throws against magic.
Juggernaut[edit]
Starting at 7th level, Your natural armour becomes 13 + Constitution modifier.
When making dexterity saving throws that would cause damage, you can instead choose to roll it as a constitution saving throw, hardening your body in response to the potential damage, shedding the dead stonelike skin afterwards.
Placeholder[edit]
Starting at 9th Level,
Immunity[edit]
Starting at 10th level, your bodily resistance makes you immune to all disease and poison.
Extra Attack (2)[edit]
At 11th level, you can attack three times whenever you take the Attack action on your turn.
Ground Spike Graveyard[edit]
Starting at 11th level, while your mutate claws is active, you can slam into the ground to extend the claws into spikes and attempt to shred anyone or anything within range.
As an action you can spend 6 Evolved Combat points to make biomass spikes erupt from the ground at a targeted location within 30ft. The spikes shoot upwards 10ft and in a 5ft radius (9 squares total) around initial penetration centered on the target's location. Any creature within the radius must be on the ground at most 10ft off of said floor. All creatures within the radius suffer 8d10 points of piercing damage. A successful Dexterity saving throw halves the damage.
Cellular Learning[edit]
Starting at 13th level, you can spend 1 Evolved Combat point to harmlessly reach into another creature's body for up to 10minutes, during this time you understand all languages this creature understands, and can speak any language it knows. This knowledge quickly fades from you after the time is spent.
Possibly re-write.
Unstoppable[edit]
Starting at 14th level, you can forego your action and spend 1 EC point to end any charm, frightened, incapacitation (other than unconscious) effect on yourself.
Negligible Mortality[edit]
Starting at 15th level, mortality is a concept no longer immediately threatening you. Assuming you still consume enough matter sustain yourself, you cease aging. In addition, should you be killed, you will resurrect 48hrs later after having pulled enough biomass to you to reform enough of yourself to hunt for more substantial prey. You suffer a -3 modifier to everything until you consume a creature.
Monstrous[edit]
Starting at 16th level, your max attribute score becomes 24 in all attributes.
Biomass Armour[edit]
Starting at 18th level, you can use your action to spend 5 points for encase your body in solidified biomass, for 1 minute. During that time, you have resistance to all damage except psychic damage.
Apex Predator[edit]
Starting at 20th level, you gain 4 attribute score points. Additionally when you roll for initiative, you regain 10 Evolved Combat points.
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