The Blood Bard (5e Class)
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The Blood Bard[edit]
In the hidden corners of the world, where the mystical and the mortal intertwine, the Blood Bards emerge as extraordinary artists bound to the very essence of human emotion. These enigmatic figures are more than mere musicians—they are conduits of feeling, wielding the power to amplify and shape emotions through their hauntingly beautiful songs. Their melodies are not just heard but felt, resonating deep within the soul, stirring joy, sorrow, passion, and despair with equal intensity.
The Blood Bards' craft is both a gift and a burden. Their music acts as a spell, weaving raw emotion into every note, capable of transforming hearts and altering destinies. To listen to a Blood Bard is to experience a profound connection, as their songs blur the lines between the self and the world, leaving an indelible mark on the spirit. Yet, their power demands great responsibility, for the emotions they evoke can heal or harm, uplift or destroy.
Masters of the heart's unseen currents, the Blood Bards are storytellers, dream-weavers, and guardians of the soul's deepest truths. To encounter one is to be forever changed, their music awakening the dormant fires within and reminding all who listen of the boundless power of emotion.
Dormant Emotions[edit]
The deepest, most hidden parts of you—the emotions you’ve buried, the fears you’ve locked away, the shadows you’re too afraid to face—I bring them to the surface. With every note, every chord, I unravel the chains that bind your heart. I am not here to harm you; I am here to set you free. I am no villain, no tormentor. I am a liberator, a guide through the storm of your own soul. When you face what you’ve long avoided, you’ll find not darkness, but freedom. And in that freedom, you’ll truly begin to live.
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Creating a Blood Bard[edit]
- Quick Build
You can make a Blood Bard quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution.
Class Features
As a The Blood Bard you gain the following class features.
- Hit Points
Hit Dice: 1d8 per The Blood Bard level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per The Blood Bard level after 1st
- Proficiencies
Armor: All light armor, No shields
Weapons: All simple weapons
Tools: Any instrument that you want
Saving Throws: Charisma and Constitution
Skills: Choose two of the following: Acrobatics, Arcana, Insight, Performance, Persuasion and Religion,
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Leather Armor
- (a) 2 Daggers or (b) Any simple melee weapon
- (a) Explorer's Pack or (b) Entertainer's Pack
- (a) Instrument of your choice. or (b) {{{item4b}}}
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||
1st | +2 | <!-Class Feature1-> | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | <!-Class Feature2-> | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | <!-Class Feature3-> | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | — | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | — | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | — | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | — | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting[edit]
Opening your soul to the cards has granted you the ability to wield this energy as spells. You can learn any spell that appears on the sorcerer spell list.
- Spell Slots
The personifier table shows how many spell slots you have to cast your spells of 1st level and higher. 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 cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.
- Spells Known of 1st Level and Higher
You can prepare a list of personifier spells for you to cast. To do this choose a number of spells from the sorcerer spell list that equals your charisma modifier+your personifier level. Each of these spells must be of a level for which you have spell slots, as shown in the table.
You can choose new spells during a long rest by taking one hour to meditate with your tarot cards.
Spellcasting Ability Charisma is your spellcasting ability for your personifier spells. Your spells are direct outbursts from your soul channeled through your cards. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a personifier spell you cast and when making an attack roll with one.
•Spell save DC = 8 + your proficiency modifier + your Charisma modifier.
•Spell attack modifier = your proficiency modifier + your Charisma modifier.
•Spell Focus. You use your tarot deck as your arcane focus.
See Emotions[edit]
The basic of the blood bard is to undestand emotions and manipulate what the persons feel, starting at the level 1 you receive expertise in Deception, Performance and Persuasion.
If you already have expertise in this skills your proficiency is tripled.
It's time for the show[edit]
When you activate this ability, you manifest a musical instrument made of blood, which emerges from your own veins or a nearby blood source (If you summoned with only your blood you take 2d12 damage). The instrument (such as a violin, harp, flute, or drum) is grotesquely beautiful, with fluid, pulsating details as if it were alive. You know how to play it with mastery, as though it were an extension of your body, while you are in this state you cannot move yourself, and you are in Concentration of playing with not allows you to cast spells, when you leave the concentration mode the instrument disapears.
Music Effects: As you play, with an bonus action, you can choose the effects of the music, which influence allies and enemies based on the melody:
For Allies:
- Sanguine Inspiration: The music strengthens the spirits of your allies, choose a number of allies granting Xd8 of bonus. (X = Your Charisma + Proficience).
- Vital Bond: You can choose two allies, when one its healed the other heals the same amount.
- Heightened Courage: The music dispels any condition, granting advantage on resistance checks for 1d4 of round.
- Blood Inspiration: Choose allies, when they take damage, 1/10 of the damage turn into bonus on tests.
For Enemies:
Every music that you play makes an bonus effect on enemies, when you start playing the enemies that are in the area of 150ft of you must make an insight test against one performance test if they not pass one time they will be Harmonized, if they fail in 2 tests they will be Enraptured and in 3 failed tests they will be in Symphonic Trance, the effects of this conditions will be explained in the next characteristic.
- Paralyzing Rhythm: Enemies are slowed, they lose 1/4 of the movement and they cannot use full action skills.
- Vital Drain: If there an open bruise in the enemies you can use vital drain and causes 1/4 of the original damage.
Special Conditions[edit]
Harmonized: The enemy start to fall in the notes of your music.
- The enemy receive -2 bonus to attack rolls and ability checks against allies, and -4 against you.
- The enemy AC is decreased by 2
Enraptured: The enemy is getting deep in his own emotions.
- The enemy receive -3 bonus to attack rolls and ability checks against allies, and -4 against you.
- The enemy AC is decreased by 3
- All the "It's time for show" enemies songs effects are doubled from 1/4 to 2/4.
Symphonic Trance: The enemy is completely immersed in his emotions.
- The enemy receive -5 bonus to attack rolls and ability checks against allies, and -8 against you.
- The enemy AC is decreased by 5
- All the "It's time for show" enemies songs effects are doubled from 2/4 to 4/4.
Sound Barrier[edit]
When you dive in your songs and enter in the concentrated mode, you turn yourself in an giant target, but, starting at the level 2 when an enemy tries to attack you while you are playing, you have +3 AC, and, as an reaction you can spend 1d10 to create an barrier of blood, granting another +3 AC extra.
Musician Spells[edit]
While you are playing, casting spells is not that simple, but at level 2 this beggin to be possible, you can maintain concentration and use your movement action to cast an spell.
Blood Inspiration[edit]
You encore your allies through their feelings, at level 3 you can use Bardic Inspiration, but, instead of just one roll each roll your allies use you lost 4 hp, the bonus is 1dX+(CHARSIMA MODIFIER), X is initially 1d6, at 5th level is 1d8, 1d10 at 10th level and 1d12 at level 15th.
Reinforced Body[edit]
At level 3 your body has evolved to maintain the constant use of your on blood, every level up you add your wisdom to your hit points earned, and you can re-roll if is below 4.
Scarlet Sonar[edit]
You manage to sense the blood with your accords, at levet 4 as an bonus action, you pluck a string of your blood instrument, sending out a pulse.
For 1 minute, you and 1 allie, that you choose, detect creatures bleeding within 120 ft. (even through walls), and gain true sight 60 ft. against them.
Crimson Crescendo[edit]
At level 4th your music awakens primal instincts—plucking forgotten moments of survival from the depths of memory. With a surge of adrenaline, allies recall the desperate clarity of life-and-death struggle, pushing past their limits. Spend 2d10 of hit points to active this hability, when actived:
Allies within 60 ft. gain temporary HP = 2d12 + Charisma modifier + Bard level and gains a turn immediately.
<!-Subclass Feature->[edit]
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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.
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Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
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- 2nd Level
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- 3rd Level
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- 4th Level
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- 5th Level
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Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Blood Bard class, you must meet these prerequisites: At least 18 Charisma and 14 of wisdom
Proficiencies. When you multiclass into the Blood Bard class, you gain the following proficiencies: Performance and Medicine.
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