Forbidden art of Blood Qi
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Class Features
As a Forbidden art of Blood Qi you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Forbidden art of Blood Qi level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Forbidden art of Blood Qi level after 1st
- Proficiencies
Armor: light, medium armor, shields
Weapons: simple weapons, improvised weapons, shortswords
Tools: any one type of artisan's tools, and one musical instrument of your choice
Saving Throws: Consitution, Strength
Skills: Choose 2 from Acrobatics, Athletics, History, Insight, Religion, and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) martial weapon or (b) any simple weapon
- (a) Dungeoneer's pack or (b) Explorer's pack
- Leather armor
- If you are using starting wealth, you have 4d4 × 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Qi 0, Unarmored Defense |
2nd | +2 | Qi 7, Qi Gong Forbidden art of soul sealing |
3rd | +2 | Qi 10, Forbidden art of tranquil souls |
4th | +2 | Ability Score Improvement, Qi 10, |
5th | +3 | Qi 20, Extra Attack |
6th | +3 | Qi 20, Blade of the red skies |
7th | +3 | Qi 24, |
8th | +3 | Ability Score Improvement, Qi 24, Forbidden Art of the blood red skies |
9th | +4 | Qi 30, |
10th | +4 | Qi 30, Ancient art of the celestials |
11th | +4 | Qi 42, |
12th | +4 | Ability Score Improvement, Qi 42, |
13th | +5 | Qi 50, |
14th | +5 | Qi 50, |
15th | +5 | Qi 57, |
16th | +5 | Ability Score Improvement, Qi 57, |
17th | +6 | Qi 72, |
18th | +6 | Qi 72, |
19th | +6 | Ability Score Improvement, Qi 80, |
20th | +6 | Qi 80, |
Unarmored Defense[edit]
Beginning at 1st level, while wearing no armor, your AC equals 10 + your Strength modifier + your Wisdom modifier.
Qi Gong[edit]
Beginning at the second level, you can store and manipulate enough Qi to use. Your access to this energy is represented by a number of Qi Threads. You have a number of Qi Threads determined by your level, as shown in the Qi Threads column, plus your Wisdom Modifier. You can also use your health in exchange for Qi. If you reach 0 Qi you gain 1 level of exhaustion.
Forbidden art of soul sealing[edit]
At 2nd level, Your split your soul has materialized into the form of a blade demanding death whenever drawn, enter a pact with weapon of ideas naming it how ever you choose. Whenever you make a successful attack you deal damage equal to 1D4 necrotic damage but you also take 1D4 necrotic damage.
If the sword isn't bathed in blood within a minute of being drawn from its scabbard, its wielder must make a DC 15 Constitution save. On a success, they suffer 3d6 psychic damage. On a failure, they are dominated by the sword and the sword demands that it be fed blood. The effect ends when the sword is fed. Also if you have 0 Qi this effect activates immediately.
If you die the sword takes control of you and looks for a way to revive you, you must successfully attack the nearest creature for you to revive. If you do you come back with 1HP and 3 levels of exhaustion until you have a long rest.
Forbidden art of tranquil souls[edit]
With the increasing power of you and your weapon, You have begun to become one with your soul again.
Upon reaching 3rd level, As an bonus action you can call the true name of your soul (your choosing) and you must spend 10Qi and 10 health to activate, when you do it transforms both you and your weapon into a dark murky aura empowering you. You gain the following benefits:
- +2 to both Strength and Constitution (no greater than the maximum of 20).
- +2 to damage and attack rolls.
- Double your movement speed.
- You can parry a number of times equal to your proficiency bonus.
- Each time you make a successful attack you gain +2 to your health or Qi.
Extra Attack[edit]
Beginning at the 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Blade of the red skies[edit]
At 6th level, while using the Forbidden art of tranquil souls. Once per turn, you may spend 5Qi and 10 health when you take the Attack action on your turn, you can replace one of your attacks with a barrage of shadowy strikes in either a 30-foot cone, a 40-foot line that is 5 feet wide (your choice), or a 20-foot circle centered on yourself. Each creature in that area must make a Dexterity saving throw against your save DC, taking piercing damage equal to four rolls of the weapon die + your Dexterity or Strength modifier on a failed to save, or half as much damage on a successful one. If the cone or line only targets one creature, it takes double damage.
Forbidden Art of the blood red skies[edit]
Starting at 8th level, while using the Forbidden art of tranquil souls, As an action you can spend 5Qi and 20 health. You can blast towards the enemy with a beam of pure blood Qi that is 240 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. The damage of the blast is 9d8 force damage on a failed save, and half as much on a successful Dexterity save. For each 5Qi or 5 Health points put into this ability, the damage increases by 1d8 force damage. This ability can be used 1 time, regaining the use of the ability at the end of a long rest.
Ancient art of the celestials[edit]
At 10th level, While using the Forbidden art of tranquil souls, As an bonus action or reaction you must spend half (round up) your qi and health to activate these techniques, these techniques last for one round:
- Your Ac equal is now equal to your your health taken by this .
- Per Qi taken by this is now your attack roll and your attack damage (You cant roll dice for these rolls you can only use these numbers gained).
- Gain advantage on all rolls.
- You can attack a number of times equal to your profiecney bonus.