Base Class: Fighter
"Sancho! I have conceived an Idea most ingenious! I will make one myself. An amusement park! Where Humans and Blood Fiends can co-exist!"
-Don Quixote, Elder Blood Fiend, Creator of La Mancha Land.
Despite the misleading title, the Barber of La Mancha Land was not one of clippers and combs, but of needle, thread, and scissors. A seamstress of sanity, fashioning masks, gloves, shoes, and garments to help Blood Fiends suppress their terrible urges. Through careful craft and forbidden technique, your master taught you to weave the essence of blood into fabrics, using life’s vital thread as a medium for restraint—and sometimes, for violence.
Level 3
Thirst: When Hitting a Bloodied (<50%) enemy or a Bleeding* enemy with a Melee attack, you heal 1d4 health.
At level 7, you heal 1d6 Health instead.
At level 10, you heal 2d4 Health instead, and creatures below 75% health are considered Bloodied for this feature.
At level 15, you heal 3d4 Health instead.
At level 18, you can choose to either heal 4d4 health or 2d12 health.
Clip The Vein: When hitting a creature with slashing or piercing damage, the creature is inflicted with bleeding for 2 rounds. If your DM rules that a creature is immune to bleeding (Ie, Constructs, Undead, Oozes), the creature takes 2d6 [typeless] damage on application instead of 1d6.
At level 7, when you inflict bleeding, the bleed damage is increased to 1d6, and application damage is increased to 3d6.
At level 10, when you inflict bleeding, the bleed damage is increased to 2d6, and application damage is increased to 4d6.
At level 15, when you inflict bleeding, the bleed damage is increased to 3d6, and application damage is increased to 5d6.
At level 18, when you inflict bleeding, the bleed damage is increased to 4d6, and application damage is increased to 6d6.
Blood-Tinged Scissorblade: You gain a red and silver Scissorblade when taking this subclass. This Scissorblade is considered a Greatsword +1 for features and proficiencies, and deals 1d8 slashing damage. You can also choose to change the damage type to piercing.
At level 7, your Scissorblade becomes a +2 weapon instead.
At level 10, your Scissorblade gains an extended Crit range (19-20).
At level 15, your Scissorblade becomes a +3 weapon.
At level 18, during a long or short rest, you can transfer up to 2 features from other magic melee weapons to your Scissorblade. Flat extra damage (Ie, Flametongue) is not considered a feature for transfer. You can only have up to 2 features transferred to your Scissorblade, and the transferred features are removed from the original weapon until removed from your Scissorblade.
*Bleeding: Creatures with bleeding take 1d4 [typeless] damage after every attack they make. Bleeding damage cannot benefit from Crits. Creatures that your DM decides do not take damage from Bleeding, instead, they take an extra 1d6 damage on application.
Apprentice Barber: You gain proficiency in Cobbler's tools, Weaver's tools, and Leatherworker's tools.
Level 7
Bloodfeast: All damage you deal (Including bleed damage) is converted into Bloodfeast (1 damage = 1 Bloodfeast). Bloodfeast is a resource used in some features.
Bloodfeast is reset on a Shortrest or after 1 hour of no combat.
Blood-Woven Barrier: By spending 20 Bloodfeast, you can increase the AC of one ally by 1; every 20 Bloodfeast you spend increases the AC bonus by 1. The AC bonus lasts 1 minute and has a cap of +2. Unarmored creatures can have up to a +3 AC bonus from this feature.
At level 10, creatures you give bonus AC to gain Temp HP equal to (Bloodfeast spent/4)
At level 15, when Temp HP given from this feature is depleted, you heal health equal to the Temp HP Given.
At level 18, the Temp HP equation is changed to (Bloodfeast spent/2 + Your constitution modifier)
Bleeding Heart: Every 10 Bloodfeast you have increases the damage you deal with your Scissorblade by +1, to a cap of +5. This bonus damage does not convert into Bloodfeast and lasts 5 rounds.
At level 10, the cap is increased to +10.
At level 15, the cap is increased to +20
At level 18, your damage increases every 5 Bloodfeast instead of every 10 Bloodfeast.
Masqurade: You gain the ability to make Masqurade masks during a long rest. These masks can look however you want (within reason), give any creature wearing one a +2 to checks to avoid being recognised, and can have one of the following effects:
[Blood-Scent]: Creatures wearing this type of mask can see what creatures within 40 Feet are bloodied, and can see bloodied creatures through walls and invisible bloodied creatures.
[Ward; Illness]: Creatures wearing this mask are immune to disease and gain advantage on saves against getting poisoned.
[Ward; Charm]: Creatures wearing this mask gain advantage against being Charmed, and gain a +1 to all social checks.
[Ghost]: Creatures wearing this mask gain a +5 to checks to avoid being recognised instead of +2.
[Shade]: Creatures wearing this mask gain advantage on stealth checks while in dim light or darkness, even if the searching creature has darkvision.
You can only have a number of masks crafted equal to 2x your proficiency bonus.
Level 10
Feed the Beast: You can spend an attack and Bloodfeast to give yourself a +1 to AC for every 50 Bloodfeast spent, with a Cap of +2. This bonus lasts 1 minute.
At level 15, you gain AC every 40 Bloodfeast spent.
At level 18, you gain AC every 25 Bloodfeast spent.
Let Blood Flow: When a creature you've damaged dies, you gain 10 Bloodfeast. This does not trigger on creatures immune to bleeding.
At level 15, you gain 20 Bloodfeast instead.
At level 18, if you killed the creature, you also gain 2x Bloodfeast from the lethal attack.
Deep Wounds: When causing bleeding using your Scissorblade, the Bleeding lasts 3 rounds instead of 2
At level 15, Bleeding lasts 4 rounds.
At level 18, Bleeding lasts 5 rounds.
Level 15
Drink 'Till Drunk: You can spend an action and some Bloodfeast to heal (Bloodfeast spent/5) Health. After healing, your hit bonus is disabled until the start of your next turn.
At level 18, the equation is changed to (Bloodfeast spent/2 + Your constitution modifier).
Tool Upkeep: You can spend 20 Bloodfeast to increase the damage of an ally's weapon by 1, up to your proficiency bonus. This bonus damage counts towards Bloodfeast. This bonus lasts for 2 rounds.
At level 18, the cap is increased to 2x your proficiency bonus.
Level 18
I'LL MAKE YOU A NEW DRESS!: After landing 2 attacks with your Scissorblade, you can spend a bonus action to make a "rapid attack". When making a Rapid attack, flip a coin; on heads, your weapon damage is repeated twice; on tails, the damage is repeated once. Killing a creature this way activates capped Feed the Beast for free, as well as activating capped Blood-Woven Barrier & Tool Upkeep for free on any allies within 60 Feet of you.
The rapid attack can be affected by any feature that lets you reroll 1s, with Tails functioning as a 1.
Barber of La Mancha Land: When entering combat with a Vampire, you are immune to its bite's secondary effects and are immune to its Charm ability.
Hemorrhagic Wounds: When dealing damage with your Scissorblade, that damage can't be healed outside of magical healing.
Level 3 Abilities
Thirst: When Hitting a Bloodied (<50%) enemy or a Bleeding* enemy, you heal 1d4 health.
At level 7, you heal 1d6 Health instead.
At level 10, you heal 2d4 Health instead, and creatures below 75% health are considered Bloodied for this feature.
At level 15, you heal 3d4 Health instead.
At level 18, you can choose to either heal 4d4 health or 2d12 health.
Clip The Vein: When hitting a creature with slashing or piercing damage, the creature is inflicted with bleeding for 2 rounds. If your DM rules that a creature is immune to bleeding (Ie, Constructs, Undead, Oozes), the creature takes 2d6 [typeless] damage on application instead of 1d6.
At level 7, when you inflict bleeding, the bleed damage is increased to 1d6, and application damage is increased to 3d6.
At level 10, when you inflict bleeding, the bleed damage is increased to 2d6, and application damage is increased to 4d6.
At level 15, when you inflict bleeding, the bleed damage is increased to 3d6, and application damage is increased to 5d6.
At level 18, when you inflict bleeding, the bleed damage is increased to 4d6, and application damage is increased to 6d6.
Blood-Tinged Scissorblade: You gain a red and silver Scissorblade when taking this subclass. This Scissorblade is considered a Greatsword +1 for features and proficiencies, and deals 1d8 slashing damage. You can also choose to change the damage type to piercing.
At level 7, your Scissorblade becomes a +2 weapon instead.
At level 10, your Scissorblade gains an extended Crit range (19-20).
At level 15, your Scissorblade becomes a +3 weapon.
At level 18, during a long or short rest, you can transfer up to 2 features from other magic melee weapons to your Scissorblade. Flat extra damage (Ie, Flametongue) is not considered a feature for transfer. You can only have up to 2 features transferred to your Scissorblade, and the transferred features are removed from the original weapon until removed from your Scissorblade.
*Bleeding: Creatures with bleeding take 1d4 [typeless] damage after every attack they make. Bleeding damage cannot benefit from Crits. Creatures that your DM decides do not take damage from Bleeding, instead, they take an extra 1d6 damage on application.
Apprentice Barber: You gain proficiency in Cobbler's tools, Weaver's tools, and Leatherworker's tools.
Level 7 Abilities
Bloodfeast: All damage you deal (Including bleed damage) is converted into Bloodfeast (1 damage = 1 Bloodfeast). Bloodfeast is a resource used in some features.
Bloodfeast is reset on a Shortrest or after 1 hour of no combat.
Blood-Woven Barrier: By spending 20 Bloodfeast, you can increase the AC of one ally by 1; every 20 Bloodfeast you spend increases the AC bonus by 1. The AC bonus lasts 1 minute and has a cap of +2. Unarmored creatures can have up to a +3 AC bonus from this feature.
At level 10, creatures you give bonus AC to gain Temp HP equal to (Bloodfeast spent/4)
At level 15, when Temp HP given from this feature is depleted, you heal health equal to the Temp HP Given.
At level 18, the Temp HP equation is changed to (Bloodfeast spent/2 + Your constitution modifier)
Bleeding Heart: Every 10 Bloodfeast you have increases the damage you deal with your Scissorblade by +1, to a cap of +5. This bonus damage does not convert into Bloodfeast and lasts 5 rounds.
At level 10, the cap is increased to +10.
At level 15, the cap is increased to +20
At level 18, your damage increases every 5 Bloodfeast instead of every 10 Bloodfeast.
Masqurade: You gain the ability to make Masqurade masks during a long rest. These masks can look however you want (within reason), give any creature wearing one a +2 to checks to avoid being recognised, and can have one of the following effects:
[Blood-Scent]: Creatures wearing this type of mask can see what creatures within 40 Feet are bloodied, and can see bloodied creatures through walls and invisible bloodied creatures.
[Ward; Illness]: Creatures wearing this mask are immune to disease and gain advantage on saves against getting poisoned.
[Ward; Charm]: Creatures wearing this mask gain advantage against being Charmed, and gain a +1 to all social checks.
[Ghost]: Creatures wearing this mask gain a +5 to checks to avoid being recognised instead of +2.
[Shade]: Creatures wearing this mask gain advantage on stealth checks while in dim light or darkness, even if the searching creature has darkvision.
You can only have a number of masks crafted equal to 2x your proficiency bonus.
Level 10 abilities
Feed the Beast: You can spend an attack and Bloodfeast to give yourself a +1 to AC for every 50 Bloodfeast spent, with a Cap of +2. This bonus lasts 1 minute.
At level 15, you gain AC every 40 Bloodfeast spent.
At level 18, you gain AC every 25 Bloodfeast spent.
Let Blood Flow: When a creature you've damaged dies, you gain 10 Bloodfeast. This does not trigger on creatures immune to bleeding.
At level 15, you gain 20 Bloodfeast instead.
At level 18, if you killed the creature, you also gain 2x Bloodfeast from the lethal attack.
Deep Wounds: When causing bleeding using your Scissorblade, the Bleeding lasts 3 rounds instead of 2
At level 15, Bleeding lasts 4 rounds.
At level 18, Bleeding lasts 5 rounds.
Level 15 Abilities
Drink 'Till Drunk: You can spend an action and some Bloodfeast to heal (Bloodfeast spent/5) Health. After healing, your hit bonus is disabled until the start of your next turn.
At level 18, the equation is changed to (Bloodfeast spent/2 + Your constitution modifier).
Tool Upkeep: You can spend 20 Bloodfeast to increase the damage of an ally's weapon by 1, up to your proficiency bonus. This bonus damage counts towards Bloodfeast. This bonus lasts for 2 rounds.
At level 18, the cap is increased to 2x your proficiency bonus.
Level 18 Abilities.
I'LL MAKE YOU A NEW DRESS!: After landing 2 attacks with your Scissorblade, you can spend a bonus action to make a "rapid attack". When making a Rapid attack, flip a coin; on heads, your weapon damage is repeated twice; on tails, the damage is repeated once. Killing a creature this way activates capped Feed the Beast for free, as well as activating capped Blood-Woven Barrier & Tool Upkeep for free on any allies within 60 Feet of you.
The rapid attack can be affected by any feature that lets you reroll 1s, with Tails functioning as a 1.
Barber of La Mancha Land: When entering combat with a Vampire, you are immune to its bite's secondary effects and are immune to its Charm ability.
Hemorrhagic Wounds: When dealing damage with your Scissorblade, that damage can't be healed outside of magical healing.







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