Base Class: Blood Hunter
Members of the Order perform The Rite of Zish, draining their own blood, and filling their veins with blood given to Zish. The Bloodkeepers are the most dedicated servants of Zish, and have opened themselves up to Zish possessing their body by performing the Rite. By taking the Rite of Zish, Bloodkeepers gain the ability to control blood given to Zish.
Bloodstone
Each Bloodkeeper is given a bloodstone, which is kept in a canteen or container of some sort. Blood seeps though the stone into the container, slowly filling it. The Bloodkeeper has a special connection to their own bloodstone, so if it is lost, they can spend an hour to meditate and summon it back to them. The bloodstone fills its container with charges of blood equal to 2x the level of bloodhunter when they take a long rest. The maximum number of charges that the bloodstone will fill the container is equal to 5x the blood hunter level.
Blood Weapon
Bloodkeepers can use 1 charge it to make a melee blood weapon, the blood conducting the field that makes it solid and keeps it in place. The weapon acts as a +1 magic weapon. At 5th level you can use 3 charges to make a +2 weapon, and at 10th level, you can use 5 charges to make a +3 weapon. The type of weapon is any melee weapon that the user has proficiency in. This weapon looses its form when the Bloodkeeper takes a long rest.
Blood Tendril
Use an action to spend a charge of blood, creating a tendril up to 45 ft in length. The tendril may be used to make a melee attack with the blood weapon/shove/grapple, manipulate an object, or cast a spell with a range of touch.
Bloodbound Summoning
Bloodkeepers can use an action to summon blood creatures that act immediately after the Bloodkeeper's turn, and is commanded by the Bloodkeeper. The creature takes on any appearance the Bloodkeeper desires as long as it is compatible with the stat block. The creatures last for 1 hour or until killed, and then collapse into a puddle of blood. The creatures can not be healed.
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Bloodbound Minion (small) 5 charges
Armor Class: 10
Hit Points: 20
Speed: 30 ft.
|
STR |
DEX |
CON |
INT |
WIS |
CHA |
|
10 (+0) |
10 (+0) |
10 (+0) |
6 (-2) |
8 (-1) |
7 (-2) |
Damage Resistances: necrotic
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 9
Languages: understands the languages of its creator but can't speak
Blood Frenzy. The bloodbound creature has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4) slashing damage.
Poisoned Blood. When the bloodbound creature hits a creature with its claw attack, the target must make a DC 13 Constitution saving throw or be poisoned until the end of its next turn.
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Bloodbound Flier (small) 7 charges
Armor Class: 10
Hit Points: 20
Speed: 20 ft., fly 60 ft.
|
STR |
DEX |
CON |
INT |
WIS |
CHA |
|
10 (+0) |
12 (+1) |
10 (+0) |
6 (-2) |
8 (-1) |
7 (-2) |
Damage Resistances: necrotic
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 9
Languages: understands the languages of its creator but can't speak
Flying. The bloodbound flying creature can hover and fly up to 60 feet per round.
Dive Bomb. When the bloodbound flying creature dives more than 40 ft, it can use its dive attack: +7 to hit, (1d4 + 5) piercing damage.
Talon. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) slashing damage.
Ignore Opportunity Attacks. The bloodbound flying creature ignores opportunity attacks made against it while it is flying.
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Bloodbound Tentacular (medium) 10 charges
Armor Class: 13
Hit Points: 40
Speed: 30 ft., swim 30 ft.
|
STR |
DEX |
CON |
INT |
WIS |
CHA |
|
16 (+3) |
10 (+0) |
14 (+2) |
6 (-2) |
10 (+0) |
7 (-2) |
Damage Resistances: necrotic
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages of its creator but can't speak
Multiattack. The bloodbound tentacle creature makes two tentacle attacks. It has 6 tentacles, which can be destroyed with 10 damage delt to a tentacle.
Tentacle. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be grappled (escape DC 13). While grappled, the creature takes 4 (1d8) necrotic damage at the start of each of its turns as the bloodbound tentacle creature siphons its health, gaining an equal amount of health. The creature can use its action to make a Strength check against the escape DC to try to free itself from the grapple.
Siphon Health. While the bloodbound tentacle creature has a creature grappled, it siphons the creature's health, regaining hit points equal to the necrotic damage dealt by its Tentacle attack. While grappled, it may move to the target without using any extra movement.
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Bloodbound Shielder (large) 15 charges
Armor Class: 18 (natural armor)
Hit Points: 120
Speed: 10 ft.
|
STR |
DEX |
CON |
INT |
WIS |
CHA |
|
18 (+4) |
8 (-1) |
13 (+1) |
6 (-2) |
10 (+0) |
7 (-2) |
Damage Resistances: necrotic
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages of its creator but can't speak
Siege Shield. The bloodbound shielder provides half cover for up to two Medium creatures standing behind it.
Adhere. As an action, the bloodbound shielder can adhere itself to the ground, becoming immune to effects that push or pull it. It can end this effect as a bonus action.
Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) bludgeoning damage. Deals double damage to structures.
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Bloodbound Speedstriker (large) 25 charges
Armor Class: 15
Hit Points: 90
Speed: 60 ft.
|
STR |
DEX |
CON |
INT |
WIS |
CHA |
|
18 (+4) |
16 (+3) |
14 (+2) |
6 (-2) |
10 (+0) |
7 (-2) |
Damage Resistances: necrotic
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages of its creator but can't speak
Charge. If the Bloodbound Speedstriker moves at least 30 feet in a straight line toward a target and then hits it with a melee attack on the same turn, the target takes an extra 2d6 slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed back 10 feet.
Multiattack. The Bloodbound Speedstriker makes two slash attacks.
Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
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Bloodbound Behemoth (Huge) 45 charges
Armor Class: 20 (natural armor)
Hit Points: 200
Speed: 45 ft., swim 30 ft.
|
STR |
DEX |
CON |
INT |
WIS |
CHA |
|
20 (+5) |
10 (+0) |
20 (+5) |
8 (-1) |
12 (+1) |
10 (+0) |
Damage Resistances: necrotic
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 11
Languages: understands the languages of its creator but can't speak
Multiattack. The bloodbound behemoth makes two attacks: one with its bite and one with its tentacles.It has 5 tentacles, which can be destroyed with 15 damage delt to a tentacle.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage.
Swallow. If the bloodbound behemoth hits a Large or smaller creature with its bite attack, the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the bloodbound behemoth can't bite another target. On the bloodbound behemoth's next turn, it can use an attack to swallow the grappled creature. Swallowed creatures are blinded and restrained, have total cover against attacks and other effects outside the bloodbound behemoth, and take 21 (6d6) acid damage at the start of each of the bloodbound behemoth's turns. If the bloodbound behemoth takes 30 damage or more on a single turn from a creature inside it, the bloodbound behemoth must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the bloodbound behemoth. If the bloodbound behemoth dies, it turns to liquid blood, freeing the creature who lands prone.
Tentacle. Melee Weapon Attack: +5 to hit, reach 30 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be grappled (escape DC 13). While grappled, the creature takes 4 (1d8) necrotic damage at the start of each of its turns as the bloodbound tentacle creature siphons its health. The creature can use its action to make a Strength check against the escape DC to try to free itself from the grapple.
Brand of Tracking
Your bloodboud summons also know the direction of creatures branded by your Brand of Castigation, and the branded creature takes psychic damage equal to your Hemocraft modifier when attacking a bloodbound summon. They can be commanded to hunt the creature and kill, detain, or return with it.
Bloodborn Wings
You can use 5 charges of blood to summon a pair of wings, which gives you a fly speed of 30, and lasts for 1 hour.
Bloodbound Mastery
You can dismiss you bloodbound summons while they are still alive, and reclaim the charges of blood that created them. If they are below half their maximum hitpoints, you only get half the charges, rounded down.
Previous Versions
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8/28/2025 3:14:35 AM
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