| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 16 | +3 | +3 |
| CON | 21 | +5 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 22 | +6 | +12 |
| CHA | 24 | +7 | +13 |
Tears of the Tarnished Dragon: At encounter start: Gain 15 Tarnished Blood. Then Convert that Tarnished Blood into Tarnished Blood I, II, and III. Alenda can only have a max cap of Tarnished Blood (I (max 7), II (max 5), and III (max 3).
Bleeding Sword of a Bronze Dragon: Passive: during Alenda's turn, if Alenda spent any Tarnished Blood last turn, make a Arcana check, DC: 25. On Success: roll a d4. (1-2: Gain 1 Tarnished Blood I, 3: Gain 1 Tarnished Blood II, 4: Gain 1 Tarnished Blood III.)
Inception: Passive: Alenda may make 2 actions during her turn.
Possessed Blood: Passive: After Spending Tarnished Blood, Alendra must make a survival check DC: 17. On Success: Alendra spends 1 less of any Tarnished Blood on the next spell she uses next turn. On Failure: Convert 1 Tarnished Blood of the highest available tier into 1 tarnished Flower. If Tarnished Blood was converted this way, Alendra may either gain 1 level of exhaustion or takes 4d6 necrotic damage.
Shimmering Blood: On Activation: Alenda becomes resistant to all damage for 2 turns and gains 1 Tarnished Blood of her choice at turn start.
Bleeding Sword (melee): +8 to hit, Reach: 6ft. 19(3d8+6) slash damage. On hit: Inflict Bloody Tear.
Crimson Maw (Spell Attack): Alenda must have 3+ Tarnished Blood I to use this action.
Spend 2 Tarnished Blood I, +14 to hit. Range: 50 ft. 20(4d6+6) pierce damage. Inflict Restrained on hit. during their turn the inflicted creature must make a CON save DC: 16. On save: they are no longer restrained. On Failure: the inflicted creature takes 1d8 force damage and is continued to be restrained.
Bleeding Thorns (Spell): Alenda must have 1+ Tarnished Blood I to use this action.
Spend 1 Tarnished Blood I. Alenda gains +5 AC until her next turn. If she takes damage from a melee action before her next turn, gain 1 Tarnished Blood I and inflict Bloody Tear against the attacking creature.
Crimson Phoenix (Spell Attack): Alenda must have 2+ Tarnished Blood II to use this action. Spend 2 Tarnished Blood II. All creatures in a 45ft. cone must make a DEX save. DC: 18. On Success: half damage. On failure: full damage and move the creature 5ft. away from Alenda. 63(18d6) fire damage. After Use: If Shimmering Blood is active, extend its duration by 1 turn.
Absorbing Blood (Spell): Alenda must have 1+ Tarnished Blood II to use this action.
Spend 1 Tarnished Blood II. Heal HP equal up to 3 unexpended hit die. If Alenda healed HP this way, she may convert 1 of any Tarnished Blood into 1 Tarnished Flower.
Vengance of Crimson (Spell Attack): Alenda must have 1+ Tarnished Blood III to use this action. Spend 1 Tarnished Blood III. All creatures in a 50ft. cylinder must make a CHA save DC: 21 (24 if they have bloody tear.) On success: half damage. On Failure: full damage and Inflict Bloody Tear on hit. 81(18d8) lightning damage.
Tears of the Tarnished Flower (Spell): Alenda must have 1+ Tarnished Flower to use this action.Spend 1 Tarnished Flower. On use: Activate Shimmering Blood. Transform the caster into into spirit of the Tarnished Dragon.
Wings of Blood: During her turn, as a bonus action Alenda may spend 1 Tarnished Blood I, II, or III to gain flying speed equal to her walking speed and all magic attacks made by Alenda have advantage for 3 turns or until she has restrained condition. If Tarnished Blood II was spent this way, heal 6d8 HP. if Tarnished Blood III was spent, Activate Shimmering Blood and heal 5d12 HP.
Surge of Tarnishing Blood (4 per day): When a creature within 40 ft. of Alenda uses a spell, Activate the Shimmering Blood Ability. Can only be used 4 times per day.
Legendary Resistance (4 per day): If Alendra Fails a save, she may succeed instead. Can only be used 4 times per day.
Alendra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Alendra regains spent legendary actions at the start of their turn.
Sanguine Desire (1 action): Alendra makes either a Absorbing Blood or Bleeding Thorns action without spending any Tarnished Blood. If Absorbing Blood was used in this manner, Alendra cannot convert Tarnished Blood into Tarnished Flowers.
Mist of Blood (2 actions): Spend 1 Tarnished Blood II to create a mist of blood in a 20ft. spherical radius that lasts 2 turns. While in this sphere, magic users have advantage on spell attacks if they're not inflicted with Bloody Tear.
Description
With magic and a sword formed out of her own blood, Alendra craves the title of the Blade of the East so she may appease her father's dreams of adventure. Her family is disgraced and hunted, due to their ability to form magic out of the blood of their own bodies. Such an ability that shouldn’t have created, but something that was created none the less out of spite of darkstalker, the nightmare dragon. But with blood magic, Alendra is a formidable opponent, her specialty unlike her siblings who manifest their blood as weapons or as a means to control corpses, Alendras is constantly accessing a spirit of old. And as time persists the spirit takes a great toll on Alendra, and her blood becomes all the more potent. With this blood, may my father’s dreams for us bear fruit.
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Posted Jul 18, 2025Bloody Tear: (Status effect): when taking slash/pierce damage, take 1d8 additional damage and gains disadvantage on CHA, CON, and DEX saves until next turn. On turn start: when a creature is a making a save as a result of the inflicted creatures attacks, that creature has advantage on that save, and the attacking creature has disadvantage on the same save next turn. On turn end: inflicted creature must make either a CON/CHA save DC: 16. On Success: remove the status effect. On Failure: take 1d8 peirce damage.