Bloodhammer (5e Class)

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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.

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: hammers, maces and two-handed war axes
Tools: Blacksmithing tools
Saving Throws: Constitution and strength
Skills: Choose two from Athletics, Acrobatics, Insight, Stealth, Intimidation, and Perception

Equipment

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

  • (a) whetstone or (b) spyglass
  • (a) antitoxin or (b) poisoner kit

Table: The Bloodhammer

Level Proficiency
Bonus
Features
1st +2 Everlasting Bond
2nd +2 BLOODY FRENZI
3rd +2 Immeasurable Strength 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 Archetype Feature
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]

AT LEVEL 1 YOU CAN MAGICALLY JOIN YOURSELF WITH A TWO-HANDED HAMMER, AXE, OR A MACE. BY DOING SO, YOU WILL GAIN THE ABILITY TO SUMMON THE WEAPON AT WILL AS AN ACTION OR ADDITIONAL ACTION, TELEPORTING IT INTO YOUR HAND WHILE ON THE SAME PLANE OF EXISTENCE AS THE WEAPON AND YOU WILL GAIN THE FOLLOWING BENEFITS:

  • CANNOT BE DISARMED WITH THE WEAPON LINKED
  • YOUR WEAPON HAS THE RANGE PROPERTY

BLOODY FRENZI[edit]

STARTING AT LEVEL 2, DUE TO YOUR INSATIABLE BLOODTHIRST YOU CAN NOW ENTER A EUPHORIC STATE IN BATTLE BUT IN EXCHANGE OF TEMPORARILY LOSING YOUR HUMANITY

  • YOU HAVE ADVANTAGES IN ATTACK TESTS AND STRENGTH CHECKS*
  • YOU GET AN IMPROVED CRIT FOR EACH ENEMY KILLED IN THE BATTLE, EXAMPLE: 1 ENEMY 20=19, 2 ENEMIES 19=18, DICE CANNOT GO DOWN MORE THAN 16*
  • YOU GET AN ATTACK AND DAMAGE BONUS EQUAL TO THE NUMBER OF ENEMIES KILLED IN BATTLE UP TO A MAXIMUM OF +5, AT HIGHER LEVELS THE MAXIMUM BONUS INCREASES, LEVEL 5= +7, LEVEL 10= +9, LEVEL 15= +11, LEVEL 20= +13

AFTER ENDING THE COMBAT YOU MUST ROLL FOR STRENGTH WITH A DC SAVE OF YOUR CONSTITUTION MOD + YOUR STRENGTH MOD, ON A FAILED SAVE YOU ENTER A STATE OF CONFUSION IN WHICH YOU ATTACK ANYONE WHO IS IN ATTACK RANGE OF YOUR WEAPON LINKED, THE STATE FINISHES A NUMBER OF ROUNDS EQUAL TO YOUR COMPETITION MODE.

immeasurable strength[edit]

  • Starting at level 3, when in battle, you can spend your turn infusing your weapon with your own blood to generate a devastating attack on your next turn, losing 1 life per round and gaining +1 attack and damage bonus per round. infuse your weapon more than once, but for each stack of weapon infused, the damage and bonus are doubled. The attack has a range of 5 feet wide and 10 feet long. The attack range is doubled in all dimensions for each extra turn after the first in which you infuse the weapon, the enemy has to make a skill check with a DC of your proficiency mod + constitution mod + your strength mod or he will be stunned and knocked down for a number of rounds equal to the number of rounds you infused.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 10th 12th, 14th 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.

courage[edit]

  • at level 7, You can use your bonus action to give disadvantage to the enemy within 15 feet for attacks that are not against you.

unbreakable[edit]

  • at level 9, when you are reduced to 0 hit points you return to battle with 1 hit point

At higher levels you have more uses of this skill at level 11 and another at level 16

shield management[edit]

  • at level 12, The attacks you make heal you half in temporary hit points, except critical attacks which heal all the damage you deal, the hit points last until you lose them or until you take a long rest.
  • Additionally, as a reaction, you can intercept an enemy attack towards an ally at a range equal to your movement speed by taking damage from your ally. If the attack is an area attack such as dragon breath or a projectile that does not exceed your size by more than one category, you can block that type of attack and take double damage instead of your allies.

unstoppable[edit]

  • at level 15, When you hit a critical attack you can perform another attack again.


THE IRON REBORN[edit]

IRON REBORN[edit]

THE IRON REBORN is a fighter who has made magic a weapon capable of giving him control over the beings he kills through the use of necromancy, even after his death his lives belong to him your hunger for blood and knowledge knows no limits Starting from the first level, your weapon has the following characteristics:

  • you can use your weapon as a focus for spellcasting
  • your weapon counts as magic for the purposes of overcoming resistances and immunities
Spell casting

When you reach level 2, you increase your martial prowess with the ability to cast spells. You gain proficiency in the Arcana and Perception skills if you don't already have them.

Eternal Flame Spellcasting
Indomitable
Level
known tricks Spells
Known
—Spell slots by spell level—
1st 2nd 3rd 4th
2nd 2 3 2 - - -
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11 3 8 4 3 - -
12 3 8 4 3 - -
13 3 9 4 3 2 -
14 3 10 4 3 2 -
15 3 10 4 3 2 -
16 3 11 4 3 3 -
17 3 11 4 3 3 -
18 3 11 4 3 3 -
19 3 12 4 3 3 1
20 3 13 4 3 3 1
tricks
You learn two cantrips of your choice from the wizard's spell list. You learn an additional wizard trick of your choice at 10th level.
Spell Slots
The IRON REBORN Spellcasting table shows how many spell slots you have to cast your 1st level and higher wizard spells. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the level 1 spell Shield and you have one level 1 spell slot and another available, you can cast Shield using either slot.
Spells known at level 1 and higher
You know three first-level wizard spells of your choice.
The Spells Known column of The IRON REBORN's Spellcasting table shows when you learn more sorcerer spells of level 1 or higher. Each of these spells must be of a level for which you have spell slots. For example, when you reach level 7 in this class, you can learn a new level 1 or 2 spell.
Whenever you gain a level in this class, you can replace one of the mage spells you know with another spell of your choice from the mage or necromancy spell list. The new spell must be of a level for which you have spell slots.
Spellcasting ability
Constitution is your spellcasting ability for your THE IRON REBORN spells, so you use your Constitution whenever a spell refers to your spellcasting ability. Additionally, you use your Constitution modifier when you set the saving throw DC for an arcane rage spell you cast and when you make an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
mental strength

At 2nd level, whenever you make a saving throw, you can gain a bonus to the roll equal to your strength modifier. You can use this ability a number of times equal to your Constitution modifier, you regain use of this ability after a long rest.

domain expansion

At level 6, thanks to your new knowledge of necromancy and your experience in battle, you can now absorb the power of your enemies around you. When you hit 3 attacks on an enemy On a hit, choose one of the following effects:

  • The target makes a Constitution saving throw. If you fail, you are stunned until the start of your next turn.
  • The target makes a Wisdom saving throw. If you fail, your next spell's DC or magic attack roll suffers a penalty equal to your spellcasting modifier.
  • The target makes a death saving throw. On a failed save, it takes 3d8 necrotic magic damage and you regain an amount equal to the damage dealt.
  • The target must make a Wisdom saving throw. With a failure he is marked: for the next minute he will be instigated to aim only for THE IRON REBORN. If it targets someone else, THE IRON REBORN can make an Arcane check against the enemy's DC or AC as a reaction. If successful, the enemy hits itself with its own attack.

These effects can be used against the enemy more than once as long as you hit 5 attacks previously.

Semi-Immortality

Starting at 6th level, you are extremely difficult to kill. You only die after failing 6 death saving throws.

Additionally, when you cast a trick or spell, you regain a number of temporary hit points equal to 3 × your strength modifier.

improved immortality

At level 10, your knowledge of necromancy has borne fruit so you no longer have to worry about anything other than filling your insatiable thirst for knowledge since you found a way to preserve your body and mind for war.

You no longer age over time and your death saves increase by 3, in addition when you are reduced to 0 or less hp, you can roll your Constitution modifier. The result indicates the number of rounds you remain standing, you can use this ability a number of times equal to your strength modifier


Eternal Essence

At 14th level, you can regain a first-level spell slot by sacrificing some of your own essence. As a bonus action, you can roll your own hit die. You take an amount of damage equal to the result rolled but gain a spell slot or sorcery points equal to the result rolled:

  • between 1 and 3 first class;
  • between 4 and 7 second;
  • between 8 and 10 third grade;
  • between the 10th and the 12th of the fourth.

The spell slot must be used at the end of your next turn, plus you can choose 2 metamagic functions from the sorcerer class.

 You can use this ability a number of times equal to your long rest Constitution modifier.
mind over body and soul

At level 20, your knowledge of magic has surpassed your own expectations, making you truly someone to be feared even by the gods themselves.

You gain the ability to cast spells as if you were a full spellcaster, you gain spell slots as if you were a level 20 wizard

THE LETHAL HAND[edit]

LARGE ARSENAL[edit]

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