Blood Warrior (5e Subclass)

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Blood Warrior[edit]

Those who practice the way of these flesh-infused combat styles have been blessed with the unique ability to meld their body into weapons, as well as augment them. They are known as Blood Warriors, ones with power that can go beyond their latent potential, but at a high cost.

Sanguine Weapon[edit]

Starting at 3rd level, you learn how to manifest a weapon using your own flesh and blood. On your turn (no action required) you may create a melee weapon that becomes part of your dominant arm. You are considered proficient with this melee weapon, it uses your constitution modifier for its attack and damage rolls, and it deals 1d8 bludgeoning, piercing, or slashing damage on a hit (your choice upon creation). Additionally, whenever you hit using this weapon, you may expend a hit die to lose hit points equal to your proficiency bonus and deal one additional die of damage. You may cause the weapon to meld back into your arm at any point on your turn (no action required).

Powerful Recovery[edit]

Also at 3rd level, whenever you use the Second Wind feature, you heal 1d10 more hit points and regain hit dice equal to your constitution modifier. Additionally, you gain an amount of maximum hit points equal to your fighter level, as well as a single additional maximum hit point whenever you gain a level in fighter.

Bloodlust Sprint[edit]

Starting 7th level, you can tap into the raging bloodlust when you sense blood being spilled, preparing to siphon. When you see any creature other then an Undead or a Construct take damage within 30 feet, you may use your reaction to move up to your movement in feet towards the creature, and if you end up within reach of them, you may make one weapon attack as part of the same reaction. If this weapon attack hits, you regain one hit die. You may take this reaction an amount of times equal to your constitution modifier, regaining the ability to do so when you complete a long rest.

Improved Augmentation[edit]

Starting at 10th level, you learn to improve the creation of weapons using your body, as well as your pool of extreme energy. All weapons you create using the Sanguine Weapon feature now gain the reach property, and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you gain a second use of the Second Wind feature, recovering one use on completing a short rest, and both on completing a long rest.

Bloodbath Armor[edit]

Starting 15th level, your blood begins to boil, blood and bone begin to seemingly spill out of your body, creating sharp, crimson-colored armor around you. As an action, you may enter a Bloodbath for a minute, surrounding your entire body with a blood colored, plate-like armor. While in a Bloodbath, whenever you take damage, you reduce it by 1d10 plus your constitution modifier (this reduction can be below zero) and automatically expend a hit die to do so. Additionally, while in a Bloodbath, the first time you hit with an attack with a Sanguine Weapon on your turn, you may cause it to deal an additional die of damage without expending a hit die.

Ultimate Sanguine Weapon[edit]

Starting at the 18th level, you perfect your ability to manipulate your vitality, granting you power stronger than anything you could imagine. All Sanguine Weapons you create gain an additional 5 feet of reach, and have the light property. While you have one Sanguine Weapon created, you may use your bonus action to construct another with your other arm. You may cause one or both Sanguine Weapons to meld back into their respective arm/s at any point on your turn (no action required).

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