Bloodbound Revenant (5e Class)
Living Weapon[edit]
A man readies his blade, before he attacks he seems to wince as blood seeps from his mouth as bandits ready their weapons to attack him.
Before the bandits could swing their weapons the man swiftly cuts them down as it appears as if any damage done to him never happened at all.
Class Summary[edit]
Living Weapons are those who buff themselves in combat by inflicting damage to themselves. By harming themselves they improve their reflexes and strength allowing them to be more deadly in combat. The origins of this power is unknown. The very few who use it are cursed with the power, others seek it out in hopes to become more powerful.
Creating a Living Weapon[edit]
When making a Living Weapon consider these questions for your character: How is it did they become a Living Weapon? Were they cursed with the power or did they seek it out in hopes to become more powerful? How does your character deal with the power, do they view it as a blessing or curse? Does your character hope to break free of this ability, if so what have they tried to do?
- Quick Build
You can make a Living Weapon quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity. When creating a Living Weapon, you must remember to keep track of your hit points and to use your buffs to deal extra damage.
Class Features
As a Living Weapon you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Living Weapon level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Living Weapon level after 1st
- Proficiencies
Armor: None
Weapons: Simple and melee martial weapons
Tools: None
Saving Throws: Constitution and Strength
Skills: Choose 3 of the following: Acrobatics, Athletics, Insight, Intimidation, Perception, Stealth, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) One martial melee weapon or (b) Two simple melee weapons
- (a) Diplomat's pack or (b) Dungeoneer's pack
- If you are using starting wealth, you have 2d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Unarmored movement |
---|---|---|---|
1st | +2 | Unarmored Defense, Blood Frenzy | 5ft |
2nd | +2 | Cursed Regeneration | 5ft |
3rd | +2 | Self-Inflicted Strikes, Unique Curse | 5ft |
4th | +2 | Ability Score Improvement | 5ft |
5th | +3 | Blood Frenzy, Extra Attack, Bloodied Reckoning | 10ft |
6th | +3 | Cursed Surge, Unique Curse | 10ft |
7th | +3 | Cursed Body | 10ft |
8th | +3 | Ability Score Improvement, Brink of Death | 10ft |
9th | +4 | Bloodthirsty Agility | 10ft |
10th | +4 | Unique Curse ability, Blood Frenzy, Extra Attack | 15ft |
11th | +4 | Bloodbound Renewal | 15ft |
12th | +4 | Ability Score Improvement, Bloodied Resolve | 15ft |
13th | +5 | Bloodthirsty Rampage | 15ft |
14th | +5 | Unique Curse | 15ft |
15th | +5 | Blood-Fueled Frenzy, Blood Frenzy | 20ft |
16th | +5 | Ability Score Improvement, Enhanced Precision | 20ft |
17th | +6 | Blood Sacrifice | 20ft |
18th | +6 | Bloodbound Reflexes | 20ft |
19th | +6 | Ability Score Improvement, Relentless Assault | 20ft |
20th | +6 | Apocalypse Unleashed, Blood Frenzy | 25ft |
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your constitution modifier + your strength modifier.
Blood Frenzy[edit]
At 1st level you can enter a state of blood frenzy as a bonus action on your turn. While in this state, you deal an additional 1d6 damage with melee weapon attacks, but you also take 1d6 damage at the start of each of your turns. The duration of this frenzy is equal to 1 + your Constitution modifier (minimum 1). You can end this frenzy as a bonus action. At 5th level it increases to 1d8, 1d10 at 10th level, 1d12 at 15th level, and 1d20 at 20th level.
Cursed Regeneration[edit]
At 2nd level when in blood frenzy you gain temporary hit points equal to your constitution modifier at the start of your turn.
Self-Inflicted Strikes[edit]
At 3rd level you score critical hits on an 19 or 20.
Unique Curse[edit]
At 3rd level as your powers grow you begin to develop your own way to harness your powers, choose between Sanguine Reaver (HP Regeneration) or Ironclad Protector (Defensive).
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.
Cursed Revitalization[edit]
Starting at 4th level, you regain hit points equal to half your PB (rounded down) at the start of each turn, this feature doesn't activate when you are unconscious
Extra Attack[edit]
Upon reaching 5th level, when you take the Attack action, you can make an additional attack as part of the same action. You can make a third attack at 10th level.
Bloodied Reckoning[edit]
At 5th level when you are reduced to half or less of your hit points you gain advantage on all attack rolls and damage rolls.
Slashing Shockwave[edit]
At 6th level, when you are in blood frenzy, you may use your magic to send out a slash of your magic towards a creature. As an action you may slash outwards of up to X times 10. with X being equal to your PB. This attack has an additional +2 to hit and deals an additional damage equal to your constitution modifier.
Cursed Body[edit]
At 7th level while in blood frenzy you gain a +2 in constitution, strength and dexterity for the duration of blood frenzy.
Brink of Death[edit]
at 8th level when below half maximum hit points when in blood frenzy you deal an additional xd10 necrotic damage, with X being your PB.
Bloodthirsty Agility[edit]
At 9th level your connection to your curse deepens, While in a state of blood frenzy, you gain the following benefits: Your movement speed is doubled. You gain proficiency in any skills that use strength and dexterity, if you are already proficient in a skill you gain expertise. You may dash as a bonus action.
Bloodbound Renewal[edit]
At 11th level as an action, you tap into the primal energies coursing through your veins to renew your strength and vitality. You can expend up to PB amount of your hit die to regain hit points.
Bloodied Resolve[edit]
At 12th level when in blood frenzy when you're knocked to 0 hit points you manage to stay conscious, you still make death saving throws as regular but attacks that hit you do not count as a failed death saving throw.
Bloodthirsty Rampage[edit]
At 13th level when in blood frenzy whenever you knock a creature to 0 hit points you may make an attack roll against another creature as a bonus action.
Blood-Fueled Frenzy[edit]
At 15th level as a bonus action well in blood frenzy you land a critical hit on any roll but suffer half the damage of the attack. After blood frenzy ends you gain 2 stacks of exhaustion for each use. You may use this feature up to half of your PB
Enhanced Precision[edit]
At 16th level all attack rolls gain a +2. As well you may choose to have advantage when making attack rolls for a turn, in turn all attacks made against you have advantage until the start of your next turn
Blood Sacrifice[edit]
At 17th level you tap into the depths of your inner turmoil, channeling your pain into raw power. As an action, you can choose to make a blood sacrifice, sacrificing a portion of your own vitality to enhance your next melee weapon attack. You can choose to sacrifice hit points equal to your character level. If you do so, your next melee weapon attack deals double the amount of hit points sacrificed as additional damage.
Bloodbound Reflexes[edit]
At 18th level you gain an additional reaction each turn. Additionally, as a reaction you may impose disadvantage on an attack roll made against you or another creature within 15 feet of you.
Relentless Assault[edit]
At 19th level as an action you can make a special melee weapon attack against creatures with a 20 foot line. The creatures must make a dexterity saving throw against a DC 8 + your Strength modifier + your proficiency bonus. On a hit, the targets take 10d12 and must make a Strength saving throw against a DC equal to 8 + your Strength modifier + your proficiency bonus. On a failed save, the target is knocked prone. Additionally, if you are in a state of blood frenzy, the target has disadvantage on the saving throw.
Apocalypse Unleashed[edit]
At 20th level You harness the full extent of your curse, unleashing a cataclysmic wave of destruction that leaves devastation in its wake. As an action, you invoke the Apocalypse Unleashed. You emit a shockwave of dark energy in a 60-foot radius centered on yourself, obliterating everything in its path. Each creature within the area must make a Dexterity saving throw against a DC equal to 8 + your Strength modifier + your proficiency bonus. On a failed save, a creature takes 20d10 necrotic damage and is knocked prone. On a successful save, a creature takes half damage and isn't knocked prone. Additionally, afterwards well in blood frenzy, your melee weapon attacks score a critical hit on a roll of 16-20. However, using this feature exacts a severe toll on your body and spirit. After blood frenzy ends, you gain 5 levels of exhaustion and cannot use this feature again until you complete a long rest.
Sanguine Reaver (HP Regeneration)[edit]
The Sanguine Reaver subclass focuses on harnessing the life force drawn from combat to sustain themselves.
- Bloodthirsty Vitality
At 3rd level whenever you kill a creature while in a state of blood frenzy, you regain hit points equal to your Constitution modifier.
- Bloodthristy Strike
At 6th level whenever a creature hits you well your in a blood frenzy, you may as a reaction make an attack roll against them. The attack deals an additional Xd8 necrotic damage with x being your PB.
- Bloodied Fury
At 10th level you score a critical attack on an 18-20
- Crimson Torrent
At 14th level as an action, you can unleash a torrent of blood, creating a 15-foot cone in front of you. Each creature in that area must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, a creature takes 10d6 necrotic damage and you regain hit points equal to half the total damage dealt. On a successful save, a creature takes half as much damage and you don't regain hit points. Once you use this feature, you can't use it again until you finish a long rest.
Ironclad Protector (Defensive)[edit]
The Ironclad Protector subclass focuses on fortifying themselves and their allies against harm.
- Resilient Defense
At 3rd level while you are in a state of blood frenzy, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
- Shield of Fortitude
At 6th level as a reaction when you or an ally within 5 feet of you takes damage, you can use your weapon to reduce the damage. The damage taken is reduced by an amount equal to your Bloodbound Revenant level + Constitution modifier + your proficiency bonus.
- Unyielding Resolve
At 10th level while you are in a state of blood frenzy, you have advantage on all saving throws.
- Guardian's Sacrifice
At 14th level as a reaction when an ally within 30 feet of you takes damage, you can intercept the attack, taking the damage instead of the ally. If the damage would reduce you to 0 hit points, you are reduced to 1 hit point instead. You can use this feature a number of times equal to your Constitution modifier, regaining expended uses after finishing a long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Living Weapon class, you must meet these prerequisites: 15 in constitution
Proficiencies. When you multiclass into the Living Weapon class, you gain the following proficiencies: gain proficiency in constitution saving throws
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