Bloodhammer (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Work In Progress


Bloodhammer[edit]

In a war-torn kingdom, a formidable warrior known as Bloodhammer Magnus arises. Wielding the mystical Bloodhammer, a hammer imbued with dark magic, Magnus fights relentless battles. This weapon draws on the essence of his enemies, absorbing their blood to increase his power. With each blow, the hammer becomes more lethal, turning Magnus into an unstoppable force. But what will be the cost of such power? Can she resist the bloodlust that grows along with the strength of his hammer? The epic of Bloodhammer Magnus unfolds in a journey full of challenges, sacrifices and the constant fight against the darkness that threatens to consume him.

Blood hammers are warriors who bound with the mystical weapons called "Blood Hammers" that despite their names are not always hammers. These weapons are semi-sentient, filled with a deep bloodthirst that they share with their wielders.

Class Features

As a Bloodhammer you gain the following class features.

Hit Points

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

Proficiencies

Armor: all armor
Weapons: club, mace, hammer, greatclub, handaxe, battleaxe, greataxe, maul, morningstar
Tools: Smith's tools
Saving Throws: strength, Constitution
Skills: Choose two from Arcana, Athletics, Insight, Intimidation, Perception, Survival

Equipment

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

  • (a) Maul and a club or (b) Greataxe and a mace

Table: The Bloodhammer

Level Proficiency
Bonus
Features
1st +2 Everlasting Bond, Bloody Frenzy
2nd +2 Immeasurable Strength
3rd +2 Archetype Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Archetype Feature
7th +3 Opportunistic Swordsman
8th +3 Ability Score Improvement
9th +4 Unbreakable
10th +4 Ability Score Improvement
11th +4 Archetype Feature
12th +4 Ability Score Improvement
13th +5 Improved Bonded Blade
14th +5 Archetype Feature
15th +5 Edged Mastery
16th +5 Ability Score Improvement
17th +6 Archetype Feature
18th +6 Blade Bond Mastery
19th +6 Ability Score Improvement, Archetype Feature
20th +6 One With the Blade

Everlasting Bond[edit]

Starting at 1st level, when you finish a long rest, you can magically bound yourself to an axe, hammer or mace. The bond lasts until you choose to forge a bond with another weapon.

You can never be disarmed from your bound weapon and your weapon gain the property thrown (20/40). You can also use a Bonus Action or an Action to summon the weapon to your empty hand or to shun it to an extradimensional space.

Blooddrinking Hammer[edit]

Starting at 1st level, your bound weapon have a thirst for blood. Whenever you hit a creature with it and draws blood, you gain 1 blood stack, from which you can have an amount equal to your proficiency bonus. You lose 1 stack at the end of each turn you haven't hit a creature with it. Alternatively, you can choose to lose 1 hit point as a Bonus Action to gain 1 stack.

You cause additional damage with this weapon equal to the amount of stacks you currently have. In addition, the weapon scores a critical hit on a roll on the d20 equal to 20 minus your current amount of stacks.

Blood Frenzy[edit]

At 2nd level, whenever you reach your maximum amount of stacks or drop to a number of hit points equal to your Bloodhammer level or lower, you enter a Blood Frenzy. While in a Blood Frenzy, you gain Advantage on all your attack rolls, Strength checks and Strength saving throws.

During a Frenzy, you can't gain blood stacks. The frenzy ends when you no longer have any blood stacks.

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Immeasurable Strength[edit]

At 5th level, you can forgo one of your attacks unleash a powerful wave forward in a line. This line has 5 feet width, and a length equal to 5 feet, plus 5 feet for each blood stack you spend. All creatures within a that area must succeed on a Constitution saving throw, or they are knocked prone and are stunned until the end of your next turn.

You can use this feature once per turn, without spending stacks, while you are in a Blood Frenzy.

Menacing Aura[edit]

At 7th level, while wielding your bound weapon, you can use a Bonus Action to exude a menacing aura that make your enemies perceive you as the most threatening presence in the battlefield. All hostile creatures within 10 feet gain Disadvantage on attack rolls against creatures other than you. Creatures immune to the charmed or frightened condition are immune to this effect.

Courage[edit]

At 9th level, at the start of your turn, you can spend 1 blood stack you have to gain 5 temporary hit points (no action required). While you have these temporary hit points, you gain resistance to psychic damage and are immune to the frightened condition. This doesn't end the condition currently active, only suppress it.

Unbreakable[edit]

At 11th level, while wielding your bound weapon, if you are reduced to 0 hit points you can spend 1 blood stack to be reduced to 1 hit point instead.

Devastating Critical[edit]

At 13th level, when you score a critical hit during a Frenzy, you roll one additional die of damage for each blood stack you weapon have.

Blood Drinking[edit]

At 15th level, whenever you hit a creature with your Blooddrinking weapon you can choose to, instead of gaining blood stacks, to regain hit points equal to your Constitution modifier (minimum of 1).

Vicious Drinker[edit]

At 17th level, you gain 2 blood stacks when you hit a creature with the bound weapon, rather than 1.

Unstoppable=[edit]

At 18th level, when you score a critical hit, you can make an additional attack (no action required).

Constant Frenzy[edit]

At 20th level, you can enter in frenzy at the start of your turn at any moment, as long as you have at least 1 blood stack. In addition, you can gain blood stacks during a Frenzy.

Path[edit]

Iron Awaken[edit]

Spellcasting

Starting at 3rd level, you can awaken the magic latent in your bound weapon. You can cast spells as an Eldritch Knight would (but you must choose spells from either the Necromancy or the Evocation schools).

Mental Strength

Starting at 3rd level, whenever you are in a Blood Frenzy, you gain Advantage on concentration saves and you can use your Strength modifier as a bonus to your Intelligence, Wisdom and Charisma saving throws.


The Lethal Hand[edit]

Lethal Hands are bloody hammers who succumb to their bound weapon bloodthirsty and voracity, and surrender themselves to the violence, allowing them to become especially lethal by fighting as one with their sentient hammer.

Awakened Weapon

Starting at 3rd level, you can awaken your weapon during a Frenzy. During your Blood Frenzy, your hammer returns to your hand after each attack, and you can make one additional attack using a Bonus Action with your bound weapon.

Hunting Hammer

At 6th level, your hammer relentlessly pursue your targets. Your ranged attacks with the bloodhammer no longer have disadvantage for attacks made at long range, and you ignore three quarters and half cover with it. In addition, if you miss an attack with the hammer during a Blood Frenzy, your target takes half damage, rather than no damage.

Arsenal Holder[edit]

Blood Arsenal

Starting at 3rd level, you can bond with a number of weapons equal to your proficiency bonus. With a bonus action, you can place or retrieve any bound weapon from a extra-dimensional space. When you make an attack on your turn, you can choose to conjure any weapon bound to you to an empty hand. When the attack resolves, you may choose to keep the weapon in your hand, or exchange it for a different one, without requiring an action.

You can summon only one weapon as part of your attack, but you can use an object interaction, action or bonus action to either conjure a weapon from or banish a weapon back to the pocket dimension.

Frenzied Flurry

Also at 3rd level, during a Blood Frenzy, you can make one attack whenever you use a Bonus Action to conjure a weapon to your empty hand.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Bloodhammer class, you must meet these prerequisites:

Proficiencies. When you multiclass into the Bloodhammer class, you gain the following proficiencies:

0.00
(0 votes)

Back to Main Page5e HomebrewClasses<!-has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil->

Home of user-generated,
homebrew pages!


Advertisements: