Bloodbeast Origin (5e Subclass)

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Bloodbeast Origin[edit]

Once, a group of wizards, artificers, sorcerers and other scientists lead an experience to transfer the powers of a vampire into a voluntary drow without the bloodsucking problem, but it backfired. A entity living only by blood was born. The original Bloodbeast, a powerful blood bending entity birthed. The drow became a bloodthirsty being who does not fear sunlight and witch does not have the same effect on his surroundings like a vampire does. He killed everyone but was regretful, found that any blood can feed him and took a normal life

Centuries later, a man stand against an incoming goblin invasion, he looks like everyone. But when the goblins become closer, he became paler, red face-paint appeared on his face, his eyes glowed red and red glowing liquid covered his arms. The liquid shifted into a blade like weapons in each hands

An Elf came out of the woods, two wolves who seemed made of blood followed her. Then i saw her face, she was pale, red paint on her face and her eyes glowing red. I was in fear but then she sent the wolves against the wolves who followed me. She was a descendant of the blood drow

When the dwarf Bloodbeast attack, i couldn't believe my eyes. She shot the glowing blood to the zombie. During it's flight the blood heated up and became fire. It burned the zombie down

A bloodbeast may be a descendant of the original or may acquired the power by reproducing the experiment, but one or another you are no longer a normal living being. You no longer need to eat. You need blood to live and use blood to fight. You have a well of blood inside you that you steal from fallen enemies which is used to feed yourself, cure yourself, cast spells, fight or spawn bloodmonsters.

Due to this, they tend to hide not to scare the people, hunt and absorb animals blood and doesn't interfere in people's life very much. Or in contrary, use it to inspire fear and try to gain control by power

The power of bending blood varies from a bloodbeast to another, depending on their bodies and personality. Some uses the blood directly as weapons, some better at arcana can spawn blood monster or alter the blood's state to burn or freeze the enemy. One way or another, using more blood requires more blood.

Blood Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Blood Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Sorcerer Level Spells
1st blood bind, bloodsurge, blood spear
3rd blood boil, draw blood
5th blood swarm, frozen blood
7th blood rain, blood teleport
9th flesh clone, traitorous blood
Manifest Blood Weapons

At 1st level, you gain the ability to draw from your blood to create weapons. You can roll a die of any type (a d4, d6, d8, d10 or d12) and take that amount of damage, to create a weapon of blood. This damage can't be reduced by any means.

As an action, you use your spell attack bonus to attack with the blood weapon, and you can make melee attacks against creatures within 15 feet of you. You can choose to cause slashing, piercing or bludgeoning damage with it. The blood weapon causes damage equal to the chosen die rolled + your Charisma modifier damage from the chosen type, and is considered magical.

As you gain levels, you can make additional attacks with the blood weapon: two at 5th level, three at 11th level and four at 17th level. After 10 strikes or 1 minute, the blood weapon turns back into simple blood, and fall the ground.

Consume Blood

Starting at 1st level, you no longer need to eat or drink regular food or water. Instead, you can derive your nourishment from blood consumption of a creature that have been dead for the last minute.

The blood consumed is represented by the amount of hit dice that creature have. You must consume a number of hit dice equal to your Sorcerer level to have nourishment for a day.

Healing Ichor

At 6th level, you can cure yourself using your blood magic. Whenever you cast a blood magic spell that requires a spell slot, you regain a number of hit points equal to your Charisma modifier (minimum of 1).

Blood Magic

At 14th level, you can draw magical powers from your own blood. You can use your Creating Spell Slots feature by spending hit dice, instead of sorcery points. You must spend the same amount of hit dice required to create a spell slot using sorcery points.

Spell slots created in this manner must be recorded separately, and can't be converted back into sorcery points. In addition, you can only use these spell slots to cast spells from your Blood Spells list.

Spawn Bloodmonster

When you reach the 18th level, you can use blood to conjure a bloodmonster. As an action, you can choose the body of a creature that has been killed since the last minute, within 90 feet of you.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and it uses its move to avoid danger.

It has an AC of 14, 35 hit points, movement speed of 40 feet. Its ability scores are Strength 12 (+1), Dexterity 16 (+3), Constitution 14 (+2), Intelligence 4 (-3), Wisdom 10 (+0) and Charisma 16 (+3).

The creature is resistant to necrotic damage, and immune to the exhaustion, frightened grappled, paralyzed, petrified, poisoned, prone, restrained and unconscious conditions. It has darkvision up to 120 feet, and passive Perception of 10, and understand the languages you speak. It is amorphous, and can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

The creature has all your saving throw proficiencies. In addition, it has advantage on attacks against any creature that has failed a saving throw against any of your blood spells.

The creature has the following actions:

  • As an action, the creature can make one attack with its pseudo-pods, at a reach of 10 feet, causing 1d10 + 3 bludgeoning damage. It uses your spell attack modifier. for the attack roll.
  • As an action, it can Vampiric Touch, targeting itself. Once it uses this ability, it can't use it again.

Once you raise a bloodmonster, you can't do it again until you finish a long rest, unless you sacrifice your own blood, and spend at take 6d12 necrotic damage, that can't be reduced in any way.

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