Base Class: Sorcerer
You take blood as just another element that requires learning and manipulation. Through bending, you can manipulate both your own blood and the blood of others in matters of combat as well as subterfuge, movement, and other actions necessary. (Multiclassing as an elemental Monk could be quite fun here as well).
Subclass Features
Basic Class Features
1. Gain proficiency with all one-handed bladed weapons (swords, daggers, knives, etc.)
2. Gain Bloodied Spell - starting at 2nd level, instead of spending 1 sorcery point to cast Metamagic, you may spend 1d6 life instead.
3. On Bloodbending skills that require self-mutilation to use, you gain a free action solely for the purpose of wounding yourself.
4. You can use the False Life, Misty Step, and Vampiric Touch spells (at the appropriate class level) and they do not count toward your list of known spells.
Bloodbending
Bloodbending (1st level feature)
You take blood as just another element that requires learning and manipulation. Through bloodbending, you can manipulate both your own blood and the blood of others in matters of combat as well as subterfuge, movement, and other actions necessary. Though these abilities do not need spell slots to use, many of them can also be cast using spell slots to increase their power. Many of these skills also require self-mutilation to use. The player gets 4 Bloodbending ability slots at level 1 along with 1 more each at 6th level, 14th level, and 18th level (7 total). Each level, you can also exchange one bending option for another you have access to. Bloodbending options listed below.
Bloodbending Skills that directly involve other creatures' blood (Blood Transfer, Blood Corruption, Blood Haze, Life Link, etc.) do not affect creatures that don't have blood.
Bloodbending Options
Blood Transfer (1st level option)
Casting Time 1 action, Duration Instantaneous
As an action, choose a target creature within 30 feet of you. That target must make a WIS saving throw; on a failure, you drain 1d6 HP from that target and give it to either you or another target of your choice. If the target has life drained, it is also stunned for 10 seconds or until the start of their next turn. This ability does not affect creatures that lack blood (Constructs, etc.). You may choose to cast this ability from a spell slot; the level of the spell slot increases the number of possible draining targets by 1 and increases HP drain by +1. Example: level 5 slot drains 1d6+5 HP from up to 5 targets.
Blood Weapon (1st level option)
Casting Time 1 action, Duration 1 minute or until dispelled.
You slit your wrist for 1d6 HP loss, allowing you to augment an existing simple melee weapon with an added weapon of blood. For instance: give a quarterstaff a scythe blade, or a spear a halberd axe, or a club an axeblade. This effect lasts for 1 minute or until dispelled. The blood weapon adds 1d6 necrotic damage to your weapon’s damage, and you regain 1 HP per hit.
Blood Blade (1st level option)
Casting Time 1 bonus action, Duration 1 minute or until dispelled.
You slit your wrist for 1d6 HP loss, allowing you to summon a blade of blood. The blade counts as a shortsword. The ability lasts for 1 minute or until dispelled. Use your CHA for attack rolls. The blade deals 1d8 necrotic damage per hit, and you regain 1 HP per hit. You may summon two Blood Blades at once (costing 2d6 HP). If two Blood Blades are summoned in this fashion, you gain an Extra Attack on turn.
Blood Shield (1st level option)
Casting Time 1 reaction, Duration Instantaneous
At a cost of 1d6 HP, use your blood to block an enemy attack. This can be cast as a reaction and increases your AC by +3. This can be cast from a spell slot; each level of spell slot increases HP cost by +1 and expands coverage by 5 feet, allowing you to protect allies by boosting their AC by +3. Example: level 5 slot costs 1d6+5 HP to cover 25 feet in front of you.
Blood Whip (1st level option)
Casting Time 1 action, Duration Instantaneous.
As an action, you cut your wrists for 1d8 HP loss to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 necrotic damage, and you can either knock it prone or pull it up to 30 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone. This can be cast from a spell slot, each level of spell slot increases HP loss by +3 and increases damage dealt by 1d10 necrotic. Example: level 5 slot costs 1d8+15 HP to deal 8d10 necrotic damage.
Blood Blast (1st level option)
Casting Time 1 action, Duration Instantaneous
As an action, cut your wrist and use your blood as a physical blast to damage and knock back a single enemy. For every 1d6 HP spent, deal 1d6 physical damage and knock back target 5 feet. Target must make a STR save; if succeeds, takes half damage and is not knocked back farther than 10 feet. If fails, takes full damage and is knocked back full distance, getting drenched in blood in the process.
Sanguinary Momentum (1st level option)
Casting Time 1 Bonus Action or 1 Reaction, Duration Instantaneous
As either a bonus action or as a reaction, you may cut your wrist and use your blood to help you move greater distances. For instance, when you jump, blast blood to force you further upwards, or fire a blast of blood of blood against a wall to shove yourself in the opposite direction. For every 1d6 HP spent, boost yourself an extra 5 feet. This can be cast on your movement or as a reaction.
Extra-Sanguinary Perception (1st level option)
By tasting of a creature's blood, you gain advantage on ability checks to track it. You also remember the creature's species, enabling you to help sense when the blood of such a species is nearby. You gain advantage on Perception and Survival checks to determine such matters.
Blood Corruption (6th level option)
Casting Time 1 action, Duration Instantaneous
You wound yourself for 1d10 HP loss and use your blood to infect another being. Target must make a WIS save. If fails, target takes 3d10 psychic damage and has disadvantage on their next roll. If succeeds, target takes half damage. This may be cast using a spell slot; each slot costs an extra +3 HP to use and either increases damage by 1d6 or number of targets by 1. Example: level 5 slot costs 1d10+15 HP to use and can either infect up to 6 targets or deal 8d10 psychic damage to one target.
Rip and Tear (6th level option)
Casting Time 1 action, Duration Instantaneous, Requires nearby corpse.
Your growing control of blood allows you to influence the blood of the deceased. As an action, choose a target corpse (one that has blood!) within 10 feet of you. You may rip the blood from it, mold the blood into a weapon, and hurl it at another target creature within 60 feet as a ranged spell attack. You may choose one of the following forms for the weapon to take: spear, tentacle, or cloak.
- The spear, on hit, pierces the target, dealing 3d8 necrotic damage to the target creature and any targets in a straight line for 30 feet behind it.
- The tentacle wraps around the target creature, requiring the target to roll a CON save. On a fail, the tentacle deals 3d8 necrotic damage and the target is now grappled. On a success, the target takes half damage.
- The cloak slowly approaches and threatens to enclose the target creature, requiring the target to roll a WIS save. On a fail, the target takes 3d8 necrotic damage, is Frightened, and must flee at their maximum movement speed. On a success, the target takes half damage.
A Fine Red Mist (14th level option)
Casting Time 1 action, Duration 1 hour or until dispelled.
Most creatures are mostly water and blood, after all. At the cost of half your current HP pool, dissolve into a sentient mist of blood. You may only move in this form - no other actions. If airborne, you have a move speed of 60 feet, if in water, a swim speed of 100 feet, or on the ground as a pool, a move speed of 15 feet. Player must specify which form they take – airborne, ground, water; the ground pool may also enter and exit water if needed. While in this form, you have resistance to bludgeoning, slashing, and piercing damage. When reconstituted, you remain at the HP you were upon initially dissolving until healed and have disadvantage on your next roll.
Blood Haze (14th level option)
Casting Time 1 action, Range Touch, Duration Various depending on the effect.
You cut your wrists for 3d6 HP loss and use your blood to infect a target. The target must make a WIS save. If it succeeds, target takes 2d12 psychic damage. If it fails, you can do one of several things to the target: 1. Grant the target Frenzy for 30 seconds; 2. Cause the target's blood to boil, dealing 5d12 fire damage and 2d12 necrotic damage; 3. Revitalize the target's life force, healing for 3d10 HP; 4. Give the target 2 levels of Exhaustion for 30 seconds; 5. Incapacitate the target for 30 seconds.
Reaper of Souls (18th level option)
Casting Time 1 action, Duration Instantaneous
Cut both your wrists for 3d10 HP loss, then use the blood to hurl yourself into the air up to 30 feet in any direction. When you land, launch a sweeping blood attack in a 20-foot cone in front of you, hitting all creatures. Creatures hit each take 2d10 necrotic damage. Half of the total damage dealt to all targets in the affected area is restored to you as HP.
Blood Control (18th level option)
Casting Time 1 action, Duration up to 1 hour.
You must have a sample of a creature's blood Challenge Rating 3 or lower for this to work. You may control that creature's blood only - if you get blood from Throgg the Ogre, you can only do this to Throgg the Ogre. Target must make WIS save, though with disadvantage. If succeeds, nothing happens to the target. If fails, you have complete control of that creature for up to an hour. Each turn, target re-rolls WIS save, now without disadvantage; a success breaks it free. You take 1d6 psychic damage per turn of control. This may be cast from a spell slot; the slot increases the CR allowed by 3, number of all creatures you can do this to by 1, and the damage taken by 1d6 for each creature you are controlling. Example: level 5 slot - you can control up to 6 creatures CR 18 or lower, but take up to 6d6 psychic damage per turn of control based on the number of creatures you actually are controlling.
Life Link (20th level option)
Casting Time 1 action, Duration Concentration up to 10 minutes.
Choose a target creature within 30 feet of you. Target must make a CON save. On a fail, you attach your life force to that creature. In essence, your HP pool is combined. If the pool runs out, you both die. Line of sight must be maintained. The target re-rolls its CON save every turn; a success breaks it free. The Target can also voluntarily allow the merging, eliminating the need for the CON roll.
This ability is a 20th level option to replace one of your existing Bloodbending choices.
Sanguinary Sorcery
Sanguinary Sorcery (6th level feature)
Starting at 6th level, you may use your Sorcery Points to restore your HP and your HP to restore your Sorcery Points. 1 SP spent = 1 HP gained, 1d4 HP spent = 1 SP gained.
Blood Boost
Blood Boost (14th level feature)
When you hit an enemy with a Bloodbending skill, you gain 1d4 HP.
Blood Bolster
Blood Bolster (18th level feature)
Starting at 18th level, if you would gain HP that would put you over your maximum, you gain the excess as temporary HP for the next 2 minutes.
Manipulate Blood
Manipulate Blood (1st level feature)
This is essentially a Monk's Elemental Attunement or the Prestidigitation cantrip, but with blood. Any blood you find on the ground, spattered on a wall, from a self-inflicted wound, etc., can be made to do simple tricks and nonsense. Or, perhaps, disguise a crime scene...
Previous Versions
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4/19/2021 10:38:24 PM
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