Blood Beast (5e Class)

This page was marked as abandoned on 11:57, 21 February 2021 (MST) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

This page is incomplete and/or lacking flavor. Reason: Incomplete. Missing an introduction and a subclass. What happens when you go berserk?


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Blood Beast

A horrifying monster created by a strange combination of magic and ordinary science. The blood beast is an ordinary person. He comes from an ordinary background and has an ordinary life. The only exception is when he sees his trigger which transforms him into this monstrosity.

<!-Introduction Leader->


Creating a Blood Beast


Quick Build

You can make a blood beast quickly by following these suggestions. Your most important ability scores are equally strength and constitution followed by dexterity.

Class Features

As a Blood Beast you gain the following class features.

Hit Points

Hit Dice: 1d8 per Blood Beast level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Blood Beast level after 1st

Proficiencies

Armor: shields, light and medium armour
Weapons: martial weapons
Tools: none
Saving Throws: Strength and Constitution
Skills: Choose two from Athletics, Perception, Animal Handling, Intimidation or Acrobatics.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Blood Beast

LevelProficiency
Bonus
FeaturesBeast Form Strength BonusBeast Form Constitution BonusBeast Form Weapon Damage (+ Constitution)
1st+2Beast Form, Specialised Shield+2+31d12
2nd+2Hindrance into Help+2+31d12
3rd+2Archetype+2+31d12
4th+2Ability Score Improvement+2+32d12
5th+3Extra Attack+4+32d12
6th+3Beast's Senses+4+62d12
7th+3Magical Resistance+4+63d12
8th+3Ability Score Improvement+4+63d12
9th+4Savage Brawler, Archetype Feature+6+63d12
10th+4Increased Flexibility+6+64d12
11th+4Unbreakable Shield+6+94d12
12th+4Ability Score Improvement+6+94d12
13th+5Ichor into Nectar+8+95d12
14th+5Savage Brawler, Archetype Feature+8+95d12
15th+5Toughened Hide+8+95d12
16th+5Ability Score Improvement+8x26d12
17th+6Blood Weaponx2x26d12
18th+6Savage Brawler, Archetype Featurex2x26d12
19th+6Ability Score Improvementx2x27d12
20th+6Control of Mindx2x37d12

Beast Form

At first level, you get to choose your beast form. You can appear in the shape of any large creature that your DM agrees on. You can only be in beast form after you have seen your trigger, which is decided by your DM and cannot be too common or too rare. The transformation into beast form lasts for 1d4 hours. When in beast form, you gain the abilities which are shown in the additional columns of the blood beast table. In normal form, you are permanently bound in chains that allow for some manoeuvrability, but you cannot take the disengage, dash, hide or dodge actions. Whenever you change into beast form, you take damage equal to your beast form weapon, which is a large version of your starting weapon made out of blood, and the chains disappear until you revert back to normal form. Every time you change into beast form, you have a chance to go berserk. To determine if you go berserk, make a DC 1 roll on 1d10. No modifiers may be added to this roll in any way, and you cannot reroll the die irregardless of its outcome. If you fail at any point, you go berserk. If you retain your sanity in beast form, each successive increases roll the DC by 1. E.g. On your second roll you must pass a DC 2 roll on 1d10. For the roll after that, you go berserk if you fail a DC 3 roll on 1d10. If you succeed in passing the DC 7 roll, the DC becomes a 1 again. When you change into beast form, your Intelligence, Charisma and Wisdom all become 3.

Specialised Shield

At 1st level, your shield changes in size when you transform into the blood beast. It then gives you a bonus to armour class equal to your proficiency bonus plus 1. It gives you the ordinary bonus when you are in your normal form. When you are in your normal form, your shield cannot be broken, but in your beast form, your shield can break and if you want to fix it will be hard to repair with a difficulty determined by your DM. Your unarmoured AC without the shield is 12 + Constitution.

Hindrance into Help

At 2nd level, you are used to the chains that restrict your movement. You can now use your chains to make a grapple attack with advantage. You can also make a strangling attack once you have grappled which deals damage equal to your beast weapon's damage plus your Strength modifier instead of your Constitution modifier.

Archetype

At 3rd level, you choose an archetype. Choose between of either the Savage Brawler, if you use a battle axe, the Defensive Striker, if you use a longsword, or the Mixed Sweeper detailed at the end of the class description. Your choice grants you features at 3rd, and again at 9th, 14th, and 18th levels.

Extra Attack

At 5th level, whenever you take the attack action in beast form, you can make a second attack. You gain an additional attack at 11th level. You do not gain any extra attacks in your normal form.

Beast's Senses

At 6th level, you get to use your Constitution modifier whenever you make a Perception check relating to blood or a creature that has blood.

Magical Resistance

At 7th level, whenever you make a Wisdom, Intelligence or Charisma saving throw in beast form, you add your Constitution modifier plus half of your proficiency bonus (rounded down) to your saving throw. You still include the -4 penalty from having 3 Charisma, Intelligence and Wisdom.

Increased Flexibility

At 10th level, you gain an unarmoured AC of 12 + Constitution + Dexterity in you beast form.

Ability Score Increase

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.

Unbreakable Shield

At 11th level, your shield cannot be broken in either form and you gain an additional +2 to your AC in both forms. If you do not have a shield, you are able to repair your shield to a level 1 standard, but need to improve it to reach the 11th level standard and your DM will decide how you do this.

Ichor into Nectar

At 13th level, in normal form, you can drink the blood of the enemies that you have killed and turn it into a substance that heals you by 3d12 + your Constitution modifier per creature that you have killed. To do this, it takes thirty seconds or five rounds of combat. You cannot use this ability in beast form. You can also use this ability on unconscious creatures, but it takes twice as long as if they were dead.

Toughened Hide

At 15th level, you gain 3 resistances to damage types of your choice (apart from cold), but you gain a vulnerability to cold. Both of these only apply to your beast form.

Blood Weapon

At 17th level, your normal weapon gains starts dripping with the blood of your beast form and you gain the damage of your beast weapon + your Strength modifier + 2d12.

Control of Mind

At 20th level, you gain the ability to change into beast form at will, but you must take a long rest before you transform again. The transformation lasts for 1d4 hours. You also no longer wear the chains and you gain the dodge, hide, disengage and dash actions. You take no damage when you transform into beast form. Your Charisma, Intelligence and Wisdom all become 7 when you are in beast form. You also gain +4 Dexterity in your normal form. You also no longer have nay chance of going berserk.

Savage Brawler

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Defensive Striker

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Mixed Sweeper

The mixed sweeper is the beast who focuses equally on attack and defence. The mixed sweeper uses a flail. He makes sweeping attacks without letting his guard down. He makes use of his cover whilst still being able to swing his flail into the path of attackers. These abilities are all only for in beast form.

Low Sweeps

At 3rd level, you can specifically target the feet of your enemies and instead of dealing the normal damage, you can force them to make a Dexterity {{saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier. On a fail, they are knocked prone and they take 2d12 bludgeoning damage.

Sweeping Flail

At 9th level, you can make a sweeping attack that hits all of the creatures within your reach in a full circle. You make the same attack roll for each of the creatures and the damage dealt is equal to half of your beast weapon damage. You cannot use extra attack if you have used this ability.

Adaptability

At 14th level, you are able to prioritise attack over defence and vice versa. You can drop your guard for a round to deal an extra two attacks. Only one of these can be a sweeping flail attack. You lose all of the bonus that your shield gives to your AC. Alternatively, you can add your proficiency bonus to your AC, but you can only make a single attack and it cannot be a sweeping flail attack.

Strength of Body

At 18th level, your body has become used to the changes and has mastered the sweeping motion. Your sweeping flail attack now does damage equal to your beast weapon damage. You also gain an additional +2 Strength in your beast form.

Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:


Back to Main Page 5e Homebrew Classes

gollark: Oh, it's fine.
gollark: Oh dear.
gollark: Sure. If I can work out how those work.
gollark: I don't think so.
gollark: Oh, I can edit that.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.