Order of the Blood Revenant (5e Subclass)
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Order of the Blood Revenant[edit]
Blood Hunter Subclass
Blood Revenant is an ancient tradition of the Blood Hunters, handed down from ancient times, and based on the complete control of blood in an offensive and defensive way.
To fully learn the arts of blood control you have to train from an early age, many change their course during training, others die during training, the few who succeeded have enormous power.
They can use their blood to attack, curse, defend and incapacitate enemies, while at the same time use the blood of their enemies to heal themselves or create companions of blood to fight with him. This type of training is the supreme form of survival, and even when death seems inevitable there is always a way to escape it.
- Blood Hound
Starting at 3rd level, you gain the ability to sense the blood of creatures and track them trough their blood. You gain the following benefits:
- You have advantage on Wisdom (Perception), (Survival) and Intelligence (Investigation) to attempt in locate creatures that are wounded (below their maximum hit points).
- You can detect bloodied creatures (under half their maximum of hit points) as if you had blindsight up to a range of 10 feet.
- Rite of Blood
Also at 3rd level, you learn a special type of Crimson Rite, the rite of blood:
- Rite of Blood. Your rite damage is slashing, and is considered magical damage. In addition, you gain the following benefits:
- When you cause this rite damage on a creature, you can use your bonus action to cause it to bleed. The creature takes your rite damage at the start of each of its turns. You can't deal rite damage while the creature is bleeding. The bleeding lasts until the creature reaches 0 hit points, until the creature regain 1 hit point or until you choose to end it at the start of your turn ,without using an action.
- You can detect the exact presence of a creature bleeding from this rite up to a range of 30 feet, without relying on your senses.
- Sanguine Surge
Starting at 7th level, you can control the flow of blood inside your own body to increase your senses and reflexes. You gain the following benefits:
- Ability Surge. When you make an ability check, you can roll your Hemocraft die and add the number rolled to the result of your check. This doesn't require an action.
- Bloodletting Surge. Whenever a creature within 60 feet takes your rite damage, you can roll your Hemocraft die to add the number rolled to the damage dealt.
- Action Surge. You can roll your Hemocraft die to take the Dash, Disengage or Search action as a bonus action.
Whenever you roll your Hemocraft die to use a Sanguine surge, you lose hit points equal to the number rolled.
- Crimson Eyes
At 11th level, you can see the blood of creatures almost like their flesh were invisible, detecting the best places to target those creatures. You gain the following benefits:
- Once per turn, you cause additional damage equal to 1d6 against Wounded creatures on successful attacks. In addition, you score critical hits on a roll of 19-20 against them.
- Once per turn, you cause additional damage equal to 2d6 against Bloodied creatures on successful attacks. In addition, you score critical hits on a roll of 18-20 against them.
- You can detect Wounded or Bloodied creatures as if you had blindsight 30 feet. If the creature is under the effect of your Rite of Blood, you can detect that creature as long as both of you are in the same plane.
- Blood Revenant
When you reach the 15th level, you achieve the true nature of a revenant, relentlessly pursuing your prey, even overcoming death to do so. When you are reduced to 0 hit points, you can spend one use of your Blood Maledict to be reduced to a number of hit points equal to a roll of your Hemocraft Die.
In addition, when you are under half your maximum hit points, whenever a creature take your Rite of Blood damage, you regain the same amount of hit points rolled on that die.
- Blood Curse of the Stale Blood
Starting at 18th level, you gain the ability to immobilize your prey by stopping their blood flow. You gain the Blood Curse of the Stale Blood for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
- Blood Curse of the Stale Blood. As a reaction when you see a creature taking an Action or Bonus Action within 30 feet of you, you can use your reaction to restrain his body, foiling the action. The creature must succeed on a Strength saving throw against your Curse save DC, or the Action or Bonus Action is wasted.
- Amplify. The creature is paralyzed until the end of your next turn.
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