Path of the Blood Beast (5e Subclass)

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Path of the Blood Beast[edit]

For barbarians who follow the path of the blood beast, the rage is not just a natural manifestation of emotions, channeled into combat prowess. The rage of the blood beast is the result of a alchemical creation, the infusion of a magically prepared blood mixture in the bloodstream of a creature. Blood Beasts are alchemical super soldiers, created by a group of hematomancers who created a concoction extracted from the blood of vampires mixed with necromantic magic, to create a potent warrior, capable of resist wounds and feast on their deceased opponents. At first blood beasts were efficient killers, not expensive to maintain, since they feed on blood and don't require weapons, being able to use a limited form of hematomancy to use their own blood as weapons. However, eventually bloodbeasts turned on their masters, and claimed their independence.

Barbarians who become blood beasts often are part of exiting guilds of independent bloodbeasts, who have stolen the recipes for the alchemic concoction. They often keep hematomancers imprisoned on their keeps, but alive, and force them to create more of doses of the magical ichor in order to increase their numbers. Blood beasts are also incidental vampire hunters, who kill these immortal beasts not out of a desire to protect others from the blood hunger of these foul beasts, but to use their blood as ingredient for the magical concoction. Is not uncommon for blood beasts to keep vampires and vampire spawns shackled in their fortress, and use them as organic factories of magical blood.

Crimson Feast

Starting at 3rd level, you can derive your nourishment fully from blood. When a creature that has blood have been reduced to 0 hit points since your last turn, you can feast on its body. Your feast lasts for 1 minute.

A feast of a medium sized or larger creature covers all your needs for water and food for the day.

Beast Form

Also at 3rd level, when you enter in rage, you awaken the tainted blood inside of you. Doing so causes the blood to pour from your body and crystallize in the form of claws, clot around your body forming a carapace, and overall increase the potency of your muscles. To enter in the beast form, you must spend a barbarian hit die and roll it. You gain the following benefits:

  • You gain a number of temporary hit points equal to the number rolled plus your proficiency bonus.
  • Claws made out of crystallized blood grow on your hands. You can use it to make unarmed strikes, causing 2d6 + your Strength modifier slashing damage on a hit.
  • Whenever you hit a creature with your blood claws, you regain hit points equal to the damage caused. You may do this a number of times equal to your proficiency bonus per rage.
Blood Hunger

At 6th level, you have a very sensitive nose for the scent of blood. You can sense any vampire and creature under half its maximum hit points within 30 feet, and you have advantage on Wisdom (Survival) checks to track wounded creatures and vampires.

In addition, when you use your Crimson Feast feature, you can stole the deceased creature hit dice. You can regain 1 hit die per creature you feast upon. You can use this feature a number of times equal to your Constitution modifier (minimum of once) and regain your uses after finishing a long rest.

Thicker Than Water

Also at 6th level, your claws from Beast Form now count as magical for the purpose of overcoming resistance to nonmagical damage. At 14th level, you ignore immunity to nonmagical as well.

Blood Bending

At 10th level, you can control the blood inside your body to create weapons or to fortify a specific part of your body. You gain the following benefits:

  • While in your beast form, you can change the shape of your crystallized blood, or cause it to become fluid, and extend it to reach your opponents. Your unarmed strikes have the reach property, and you can choose to cause either slashing, piercing, bludgeoning or necrotic damage with it.
  • You can cause spikes to sprout from your blood carapace. While you have your temporary hit points from your Beast Form, any creature that hit you with an unarmed strike, natural weapon, or attempt to grapple you takes piercing damage equal to your Constitution modifier (minimum of +1).
  • You can hurl your blood towards a creature. As a bonus action, you cut yourself, losing 1d10 hit points. This damage can't be reduced by any means. You can then forgo one of your attacks to make a melee weapon attack against a creature within 30 feet. On a hit, that creature take a number of d10 equal to your proficiency bonus. You can choose the damage to be slashing, piercing or bludgeoning.
Blood Surge

At 14th level, while raging, your blood flows faster through your body. Once per turn, you can use your bonus action to take one of the following actions: Dash, Disengage, Dodge, or take one weapon attack.

In addition, when you Dash, you gain a climb speed equal to your movement speed.

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