Blood Warrior (5e Class)

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Blood Warrior[edit]

A lone warrior stands against a horde, their body pulsing with energy. In an instant, their crimson blade materializes from the blood flowing through their veins, gleaming with deadly power. The warrior moves with precision and deadly intent, the air thick with the scent of blood as they strike down enemies with ruthless efficiency.

Blood Warriors are warriors who have learned to harness their life force as a powerful tool in combat. Through mastery of their own blood, these fighters conjure devastating weapons, craft protective armor, and use their vitality to fuel powerful abilities that can shift the tide of battle. Whether using their blood to enhance their physical prowess or manipulating it for strategic advantage, a Blood Warrior's power grows as they continue to bleed for their cause.

Power Through Sacrifice[edit]

At the core of the Blood Warrior's power lies a willingness to sacrifice their own blood, life essence, and vitality for the sake of victory. Every strike, every shield, every ability is fueled by the very thing that sustains them. Blood Warriors can channel their blood to create powerful weapons and shields, manipulate their own life force to heal or devastate, and even summon blood clones of themselves to overwhelm their enemies.

Each Blood Warrior walks a path of personal sacrifice, choosing to give part of themselves to the battlefield in order to protect others, destroy their foes, or simply survive. The most dangerous Blood Warriors learn to control their blood to such a degree that their bodies become both weapon and armor, no longer bound by the laws of normal warfare.

A Warrior's Resolve[edit]

A Blood Warrior is not just a soldier—they are a master of the physical and metaphysical aspects of blood. Whether driven by vengeance, duty, or a thirst for power, each Blood Warrior has their own reason for embracing the path of blood manipulation. However, they all share one thing in common: an unyielding resolve to push beyond their limits in the name of victory. The price of their power is high, but for the Blood Warrior, it is a price worth paying.

In the heat of battle, Blood Warriors are relentless, willing to sacrifice part of their own health, life force, and humanity to secure victory over their enemies. But the cost is not without consequences—over time, the constant use of their blood can lead to a descent into madness or worse. The question is not whether the Blood Warrior will pay the price, but whether they can control the darkness that grows within them as they use their power.

Creating a Blood Warrior[edit]

When creating your Blood Warrior, consider the source of your resolve and the cause that drives you. Have you turned to blood manipulation to seek vengeance against an enemy who wronged you? Do you sacrifice your life force to protect others, even at the cost of your own body and soul? Or do you see your blood magic as a tool to gain ultimate power, bending life and death to your will?

How do you view the blood that powers your abilities? Do you embrace it fully, seeing it as an extension of your own will? Or do you struggle with the cost of using your own life essence in this way, always fearing what might come of it in the end?

Your background could reveal much about your past—are you a warrior of a fallen kingdom, the last of your bloodline? Perhaps you are a former healer who turned to blood manipulation after losing those you loved. Or maybe, you are a wanderer who has learned to master the art of blood magic in isolation, growing more powerful with each passing day.

Quick Build

You can create a Blood Warrior quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Strength or Dexterity, depending on whether you want to focus on raw strength or agility in combat. Your next-highest score should be Constitution to enhance your blood-related abilities and survivability. Second, choose a background like Soldier or Outlander, reflecting a life of combat or self-reliance.

Class Features

As a Blood Warrior you gain the following class features.

Hit Points

Hit Dice: 1d12 per Blood Warrior level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Blood Warrior level after 1st

Proficiencies

Armor: Light Armor
Weapons: All Simple Weapons
Tools: Poisoners Kit
Saving Throws: Con & Cha
Skills: Acrobatics, Arcana, Athletics, Medicine, Perception, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Blood Warrior

Level Proficiency
Bonus
Features
1st +2 Lesser Hemomancy, Blood Armor
2nd +2 Blood Weapon, Fighting Style
3rd +2 Hemoglobin Manipulation
4th +2 Ability Score Improvement
5th +3 Blood Hunger
6th +3 Hemoglobin Manipulation Feature
7th +3 Mettle
8th +3 Ability Score Improvement
9th +4 Essence Storm (10-foot radius)
10th +4 Hemoglobin Manipulation Feature
11th +4 Plasma Charge Improvement
12th +4 Ability Score Improvement
13th +5 Essence Storm (20-foot radius)
14th +5 Hemoglobin Manipulation Feature
15th +5 Blood Vengeance
16th +5 Ability Score Improvement
17th +6 Essence Storm (30-foot radius)
18th +6 Blood Homunculi
19th +6 Ability Score Improvement
20th +6 Icor Mastery

Lesser Hemomancy[edit]

At 1st level, you gain a rudimentary control over blood. You can use Shape Water, targeting blood that is not inside of a creature. Alternatively, you can target the blood within a creature, generating the effects of Chill Touch (but no visible skeletal hand is created). You add your Constitution modifier to the damage of this cantrip.

Blood Armor[edit]

Starting at 1st level, as a Reaction when you take damage, you can use the blood drawn from that attack to create a protection around you. Doing so increases your AC and Dexterity saving throw by +5 until the end of your next turn.

You can use this feature once, being unable to do so again until you finish a short or a long rest. You gain an additional use of this feature whenever your proficiency bonus increases in 1.

Blood Weapon[edit]

Starting at 2nd level, you can use a Bonus Action to cut yourself, shaping your own blood into a melee weapon. Choose any melee weapon of your choice. You are always considered proficient with your blood weapon. You lose hit points equal to the damage die of that weapon, and the weapon is conjured on your free hand.

This weapon is considered magical for the purposes of overcoming resistances and immunities to non-magical damage, and you can use your Constitution modifier for attacks and damage rolls, rather than Strength or Dexterity.

As a Bonus Action you can dismiss this weapon, regaining hit points equal to half the amount used when you summoned it. The weapon is dismissed if you are reduced to 0 hit points, without allowing you to regain hit points. Alternatively, when you hit a creature with a Blood Weapon, you can cause it to vanish in an explosion of gore and viscera, causing damage equal to the amount suffered when creating it, in addition to the damage of that attack (this damage is multiplied on a critical).

Observation: Magic Items. Magic items that improve or give bonus to unarmed strikes (Such as the Eldritch Claw tattoo) give the benefits to the Blood Weapon as if it were a unarmed strike.

Fighting Style[edit]

Also at 2nd level, you adopt a particular 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.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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 a 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Hemoglobin Manipulation[edit]

Starting at 3rd level, you choose a method of hemoglobin manipulation. You can choose between the Blood Berserker, Blood Shade, Blood Mender, or Blood Channeler, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 10th and 14th levels.

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.

Blood Hunger[edit]

At 5th level, you can attack twice, rather than once, whenever you take the Attack action using your blood weapon.

Mettle[edit]

Beginning at 7th level, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Essence Storm[edit]

Level 9th level, you can use an Action to unleash your life essence in the form of an explosion, targeting creatures in a 10-foot radius from yourself. Lose any amount of hit points when you use this feature. Creatures on the area take force damage equal to the number of hit points you lost and are knocked prone.

Creatures on the area affected can make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) to halve the damage taken and not be knocked prone.

Essence Storm radius increases to 20-foot radius at 13th level and 30-foot radius at 17th level.

Plasma Charge[edit]

At 11th level, when you conjure your Blood Weapon or as a Bonus Action while it is conjured, you can charge it with elemental power. You can lose an additional 1d6 hit points to allow the conjured weapon to cause additional 1d6 damage from the chosen type. The type can be acid, cold, fire, lightning, poison or thunder.

Blood Vengeance[edit]

At 15th level, when you use your Blood Armor, your blood sears and corrodes your attacker's skin. The attacker, if it is within 10 feet, suffers acid damage equal to the damage you take. In addition, you gain temporary hit points equal to the damage taken when you create the Blood Armor.

Blood Homunculi[edit]

At 18th level, you can perform a 10 minutes ritual to create a copy of yourself. Spend any amount of hit dice upon finishing this ritual. You roll that number of hit die and lower your maximum number of hit points by the rolled amount as you craft the copy out of your blood, giving it that amount of hit point maximum. You maximum (but not current) hit points is restored upon death or dismantling of the copy (which you can do as an Action).

The copy behaves as a Simulacrum, and you can only create one, needing to wait 1d4 days before creating another. Copies created this way last 24hrs before falling apart.

Icor Mastery[edit]

At 20th level, you have reached a mastery over your own blood to such an extent as to reveal the divine icor. Your Constitution score increases by 6, up to a maximum of 26.

Blood Berserker[edit]

You start by pulling the blood from you enemies making it your own. And before you know it your strengthening the blood with more iron and it even flows and follows your blade strikes.

Advanced Blood Weapons

As you fine tune your fighting style and learn more control over your blood, your weapons become more efficient and deadly. Starting at 3rd level, when you create a blood weapon, you can roll an additional die of your weapon's damage.

When you do so, once per turn when you hit a creature with that blood weapon, you roll its damage die one additional time.

Martial Mastery

Also at 3rd level, you gain proficiency with martial weapons, shields and medium armors.

Sanguine Syphon

Finally at 3rd level, you can use a Bonus Action to draw the blood from your enemies. Choose one creature you can see within 60 feet. That creature loses 1d8 hit points, and you regain the same amount of hit points.

You can use this feature once, without spending spell slots. You can't use it again until you finish a short or a long rest, unless you spend an use of Blood Armor to do so again.

Iron Blood

At 6th level, you are able to use the iron in your blood to strengthen your body. when you use your Blood Armor, you gain resistance to bludgeoning, piercing and slashing damage until the end of your next turn.

Weapon Creation Mastery

At 10th level, you are able to carefully control the amount of blood used in creating your blood weapons. When you roll the weapon's damage die to calculate the amount of hit points lost creating a blood weapon, roll twice, and use the lowest roll.

Blood Echo

At 14th level, your blood weapon leave behinds a blood trail, that targets your enemy again. Upon missing a target with an attack from your blood weapon, you can use a reaction to force your target to make a Dexterity saving throw. On a failure, the target takes half the damage of your attack.

Blood Shade[edit]

The black icor that flows through your veins call to the dark, embracing it allows you to become one with it.

Blood Mark

At 3rd level, once per turn, you can infect a target with toxic blood, adding 2d6 poison damage to the damage of your blood weapon. In addition, a target that takes this poison damage is poisoned until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, regaining uses of it after finishing a short or a long rest.

Blood Weapon Proficiency

Also at 3rd level, you gain proficiency with all weapons that have the light or finesse property and with all bows.

Sanguine Shadow

At 6th level, you can coat yourself in your black icor to travel between pools of blood and shadows. You have Advantage on Dexterity (Stealth) checks made to hide.

In addition, whenever you create a blood weapon or use a blood armor, you can teleport to an unoccupied space you can see within 60 feet that is in dim light or darkness (no action required).

Necrotic Plasma

At 10th level, when you use your Plasma Charge feature, add necrotic to the damage types you are able to select. In addition, targets who are dealt necrotic damage this way cannot regain hit points until after the end of there next turn.

Toxic Strike

At 14th level, when a target is affected by your Blood Mark ability, it must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or the target is poisoned for 1 minute. While poisoned in this way, that target takes 2d6 poison damage at the start of each of its turns.

The target can make a Constitution saving throw at the end of each turn to end this effect.

Blood Mender[edit]

Unlike your fellow Blood Warriors, you have learned to harness your life energies not only for your own use but to mend those you deem worthy of your attention

Life Blood

At 3rd level, you can use a Bonus Action to touch a creature within 5 feet and spend 1 hit die, allowing it to regain hit points equal to a roll of that hit die + your Charisma modifier.

In addition, you regain all your hit dice on a long rest, rather than just half.

Martial Mastery

Also at 3rd level, you gain proficiency with martial weapons and shields.

Improved Blood Knowledge

At 6th level, your knowledge of your blood improves. You are immune to diseases and have resistance to poison damage and advantage on saving throws to resist poison.

In addition, whenever you restore hit points to a creature using your hit dice, you can remove the poisoned condition or a disease currently affecting it.

Finally, whenever you finish a rest, you can pour your blood onto a vial, that can later be consumed by a creature, with the same effects of your life blood. The blood vial created lasts for 7 days and you can never have more than a number of vials equal to half your level in this class (rounded down).

Bloody Mist

At 10th level, you can use an Action to create a 15-foot cone of a blood mist in front of you lasting 1 min. All creatures that start their turn inside the mist or enter the area for the first time must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) saving throw.

On a failure a creature is {[5c|blinded}} until the end of your next turn. On a success, the target is immune to this effect for the next 24 hours.

Ouroboros

At 14th level, when you hit a creature with your Blood Weapon, or as an Action on a creature you touch, you can cause your blood to connect with theirs, and start cycling the blood through both your bodies at an increased rate.

At the beginning of each of your turns your target make make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save you can use a Bonus Action to perform the following actions:

  • You can decrease the oxygen flow inside its blood. The creature have Disadvantage on all checks and start to suffocate until the end of your next turn.
  • You can infect the target's blood with a blood poison, causing 1d12 poison damage.
  • You can increase targets heart rate, this will cause the target to attack with advantage and make saving throws with advantage while this in channeled.

When a creature succeeds a save against this feature, the effect ends. You can't use this feature again until you finish a short or long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Blood Warrior class, you must meet these prerequisites: Constitution 13.

Proficiencies. When you multiclass into the Blood Warrior class, you gain the following proficiencies: Light armor, simple weapons.

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