Bloodied Sword (5e Class)
As a Bloodied Sword you gain the following class features.
- Hit Points
Work In Progress |
Class Features
Hit Dice: 1d12 per Bloodied Sword level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Bloodied Sword level after 1st
- Proficiencies
Armor: all
Weapons: Simple Melee Weapons, Martial Melee Weapons, Short Bow, Light Crossbow
Tools: none
Saving Throws: Constitution, Strength
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Persuasion, Religion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Longsword or (b) A shortsword and a shield
- (a) a scholar's pack or (b) an explorer's pack
- (a) Leather armor or (b) Chain mail armor
Level | Proficiency Bonus | Features | Faith | Prayers Known |
---|---|---|---|---|
1st | +2 | Blood Sword, The Fruits Of Sacrifice | 1 | - |
2nd | +2 | Tough Palms, Prayers | 2 | 1 |
3rd | +2 | Rites Of Sacrifice | 3 | 2 |
4th | +2 | Ability Score Improvement | 4 | 2 |
5th | +3 | Draining Sword | 5 | 3 |
6th | +3 | Rites Of Sacrifice Feature | 6 | 3 |
7th | +3 | — | 7 | 4 |
8th | +3 | Ability Score Improvement | 8 | 4 |
9th | +4 | — | 9 | 5 |
10th | +4 | Rites Of Sacrifice Feature | 10 | 5 |
11th | +4 | Bloodied Armour | 11 | 6 |
12th | +4 | Ability Score Improvement | 12 | 6 |
13th | +5 | Pure Blooded | 13 | 7 |
14th | +5 | Rites Of Sacrifice Feature | 14 | 7 |
15th | +5 | Blood Strike | 15 | 8 |
16th | +5 | Ability Score Improvement | 16 | 8 |
17th | +6 | Blood Sight | 17 | 9 |
18th | +6 | — | 18 | 9 |
19th | +6 | Ability Score Improvement | 19 | 10 |
20th | +6 | Blood God's Favour | 20 | 10 |
The Fruits of Sacrifice
In your path to worship the Blood God you will face many hardships, many enemies and much sacrifice. You gain powers paying the price in blood, both yours and your enemies blood.
- Sacrificial Wound
Whenever you activate one sacrifice, you must spend a number of hit points described in the feature. Any hit point you spend on a sacrifice class feature cannot be regained by any means, other than those described on the class features of this class. You can only regain hit points spent with blood features in the following ways:
Blood Drinking. You regain hit points when you reduce a creature to 0 hit points in the heat of combat. Doing so restores 1 blood point. You also restore 1 blood point after scoring a 20 on an attack roll with your bloodied sword.
Crimson Ascension. You regain all hit points spent on sacrifice features when you finish a long rest.
Instruments of Worship. You gain a gift from the blood god, a tool to carry out your duty of expanding its influence through bloodletting. You gain a Sacrificial Dagger, that is used for many of your class features.
- Blood Magic
As you gain levels in this class, you will learn Blood-fueled attacks. You learn two blood magic abilities at 1st level, learning two more at 5th, 9th, 13th and 17th levels. Charisma is your blood magic ability, since your Soul power derives from your attunement to its energy. You use your Charisma modifier whenever a feature refers to your Blood modifier. In addition, you use your Charisma modifier when setting the saving throw DC for a prayer or blood feature you use and when making an attack roll with one.
Blood save DC = 8 + your proficiency bonus + your Charisma modifier
Blood attack modifier = your proficiency bonus + your Charisma modifier
Sacrificial Rites
Starting at 1st level, you learn how to worship your god through blood sacrifices. You can use either your or other creatures wounds to invoke the power of the blood god. Starting at 1st level you learn two rites of your choice from the sacrificial rites list. You gain more sacrificial rites at , , and levels. Each time you learn a sacrificial rite, you can choose to replace one sacrifice you already know for a new one. You need to have a Sacrificial Dagger in hand to perform a sacrificial rite.
Each ritual requires that you possesses an amount of maximum faith. This doesn't require that the faith is expended, just referring to the maximum value.
- Call of the Bloodied Archangel
Offering:
You summon an envoy of the Blood God to serve you.
- Blood Contract
Offering:
You bind a creature under your service.
- Life Exchange
Offering:
You sacrifice a living creature to bring back a deceased creature.
- Call of the Blood Hound
Offering:
You convoke a hound of the blood god
- Flesh Warping
Offering:
You transmute the flesh of a creature
- Circle of Protection
- Blood Puppet
- Symbol of Pain
Prayers
At 2nd level, you learn how to honor the blood god trough prayers . You have two faith points and you gain more as you gain levels in this class, as shown in the Bloodied Sword table. You also know one prayer, and you can use your faith points to perform the prayer.
You can perform any prayer you know during a long rest, so long as you meet the prayer prerequisites, and the total faith cost of your prayers does not exceed the number of faith you have. A list of prayers can be found at the end of this article.
Rites Of Sacrifice
Starting at 3rd level,
Choose from one of the following to be your subclass:
The Alchemist
The Demon-Kin
The Draining Sword
Starting at 5th level, whenever you deal damage with your blood sword, you gain a number of temporary hit points equal to the damage dealt.
Pure Blooded
In devotion to the Blood God, he wishes your sacrifice to be one of clean blood, you must remember to keep yours that way
Starting at level 13, you gain Immunity to Poison and Disease.
Red Vision
Starting at 7th level, your senses are attuned with the life fluid running through the bodies of living creatures. You can sense any creature within 30 feet of you without relying on any senses, as long as the creature has blood in it.
In addition, you have advantage on Wisdom (Survival) and (Perception) to track or sense the approach of creatures that have blood in their bodies, if you have caused damage to them in the last 7 days or if you have at a flask containing their blood.
Blood Portal
At 18th level, you gain the ability to move through the blood of the creatures. Once in each of your turns, you can teleport to a place within 5 feet of the last creature you have caused damage with your blood sword.
Reinvigorate
At 20th level, you receive the final blessing of the blood god. Whenever your roll initiative, you regain a number of hit points equal to half your level.
Blood Sight
The Blood God has granted you sight beyond sight, what a joyous day this is; may none hide from you as you spill more blood in his name
Starting at level 17, you can detect creatures within 60 ft of you that are magically invisible, you impose disadvantage on stealth checks while you are within 60 ft of the creature and you impose disadvantage on checks to deceive or persuade you.
Blood Gods Favour
Well done, Champion of the Blood God, you've finally attained his favour and became his true champion. many have failed in trying what you have done, but you persevered and finally did it, may your future be filled with lakes of blood spilt in his name
Upon reaching 20th level, you no longer age and you gain an resistance to all damage types except psychic. Whenever you would be reduced below 1 HP by an attack, you are not and the attack counts as having dealt 0 damage (no change in HP from the attack); you can only use this ability once before needing to take a long rest to regain the ability to do so again. Additionally, whenever you are stabilized, you regain 1 HP.
Rites Of Sacrifice
Not all who follow the way of the bloodied sword are alike, some play to their strengths in other areas to improve their combat abilities, and others awaken ancient blood in their service to the Blood God, using it to increase their volume of sacrifice.
Choose from one of the following to be your subclass: The Alchemist The Demon-Kin
The Alchemist
The Alchemist uses arcane ashes and regents to combine with items and equipment to create complicated alchemical effects.
- Blood Infusions
At 3rd level, you learn how to craft potions made out of your own blood. You can spend a short or a long rest concocting potions that will enhance your abilities in some way.
You learn two formulas when you first gain this feature, plus two at 6th, 11th and 17th levels. You can craft a number of potions equal to your proficiency bonus.
When you or another creature drink a potion, it gain its benefits until your next long rest. Any non consumed potion lose its effects on the next long rest.
Potion of Greatness. Choose one ability score to increase by 1. You can choose another ability score each time you choose this formula.
Potion of Prowess. Choose one skill. You gain advantage in all checks made with this skill. You can choose another skill score each time you choose this formula.
Potion of Resistance. You gain resistance to one damage type. You can choose another damage type each time you choose this formula.
Potion of Speed. Your movement speed increases by 10 feet.
The Demon-Kin
- Curse of the Acidic Blood
Starting At 3rd level, you can punish any creature that harm you with your corrosive blood. Whenever you take damage from an attack from a creature within 5 feet, you can use your reaction to take additional 3 points of damage.
Doing so causes 2d10 necrotic damage on this turn, plus 2d6 acid damage on the end of the next turn on the attacker. The pain from the corrosion give the attacker disadvantage in all melee attack rolls until the end of its next turn.
- Vampiric Blade
At 6th level, you can use your action to make an attack with your blood sword. Instead of causing damage on a hit, the creature is restrained until the start of your next turn and you can use your bonus action to gain 3 hit points with the attack.
- Blood Demon
At 11th level, you can spend 6 points to cast a special version of the polymorph spell. This version transforms you into a blood elemental. You use the sames statistics for the water elemental. You can use this feature once, being unable to do it again until you finish a long rest.
Prayers
- Prayer of the Bloodied Scout (1 faith)
You ask for the guidance of your gods eyes. You can cast find familiar as a ritual. You can summon the same creatures, though they are a construct made of blood, instead of fey.
- Prayer of the Blood Puppet (1 faith)
Your god give you command over the precious life essence. You can choose one enemy within 30 feet of you that has blood. As an action on your turn, you can command that enemy to make a single attack against a nearby enemy, on a failed Strength saving throw. The enemy can choose the less harmful option on the attack.
- Prayer of the Bloody Needle (1 faith)
Your god grants you the ability shoot a spike of blood. Your blood sword now has the thrown property (30/60).
- Prayer of the Solid Blood (1 faith)
A sliver of your god's touch infuses your attacks. As an action, you can make an attack with your blood sword against an enemy. On a hit, your enemy suffer the attack's damage, and its blood inside him becomes solid as shards of ice. If the target willingly moves before the start of your next turn, it takes 1d8 necrotic damage and its blood comes back to normal.
As you gain character levels, the power of this prayer increases. At 5th level, the attack deals extra 1d8 necrotic damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th and 17th levels.
- Prayer of the Empty Vessel (1 faith)
Your god protect you from deep cuts and wounds. You become immune to critical hits and to any effect that causes you to bleed.
- Prayer of Tail of Blood (2 faith)
Your got grant's to your sword the ability to outstretch itself. Your blood sword has the reach property.
- Prayer of the Bloody Rebuke (2 faith)
Your god will punish those who dare to harm your body. As a reaction when you take damage, you can force the attacker to make a Constitution saving throw, taking the same damage dealt on a failed save, or half as much on a successful one.
- Prayer of the Bloody Whip (2 faith)
prerequisite: 5th level
Your god give you the perfect tool of torture, the bloody whip. You can use your bonus action to make an attack with it, dealing 1d6 slashing damage on a hit and moving the target 5 feet to any direction. When you reach the 11th level, you can now add your Charisma modifier to the damage of the whip.
- Prayer of the Bloody Thickness (2 faith)
prerequisite: 5th level
You pray for the ability of imposing the curse of blood thickness upon your opponent. When you hit a creature with your blood weapon, you can reduce its movement speed in 10 feet until the end of its next turn.
- Prayer of the Enhanced Vigor (2 faith)
prerequisite: 5th level
You pray for empowered vitality. Whenever you use your Bloodied Armour feature, you can spend a hit die and add the result of the roll on the damage reduction.
- Prayer of the Fast Recovery (2 faith)
prerequisite: 5th level
The godly power of blood empowers your body to recover faster from harm. When you use your Bloodied Armor feature, you no longer suffer the effects of exhaustion.
- Prayer of the Thirsty Drinker (2 faith)
prerequisite: 5th level
Your blood weapon awakens the thirst for blood. Once in each of your turns, when you hit a creature with your blood weapon, you regain 2 hit points, instead of 1.
- Prayer of the Evading Flow (2 faith)
prerequisite: 5th level
You have been given the ability to flow like blood, escaping from attacks. As a bonus action, you can transform your body in liquid blood. When doing so, you can move 10 feet in any direction. This movement ignore difficult terrain and you can move through space of other creatures. You can squeeze through a space narrow as 1 inch wide without squeezing. This movement does not provoke opportunity attacks.
- Prayer of the Bloodied Armor (3 faith)
prerequisite: 7th level
Your blood thickens your skin and armor, making you impervious to attacks. Your AC increases in 2. In addition, your AC can never be lower than 16.
- Prayer of the Bloodstained Revenge (3 faith)
prerequisite: 7th level
You have been blessed with the rage of the blood god. When you take damage that would reduce you to 0 hit points, you are reduced to 1 hit point instead and can make one attack with your sword. This attack is made at advantage, you deal additional damage equal to your level in this class.
Once you benefit from this prayer, you can't do it again until you finish a short or a long rest.
- Prayer of the Gruesome Strike (3 faith)
prerequisite: 7th level
Your faith increases the violence of your strikes. Once in each round, when you deal damage with a bloodied sword feature, you can re-roll a number of die equal to your proficiency bonus. You must use the new rolls.
- Prayer of the Crimson Terror (3 faith)
prerequisite: 7th level
The presence of the blood god is felt by your enemies. Any creature that start its turn within 5 feet of you must make a Wisdom saving throw against your blood save DC or take 1d8 + your Charisma modifier psychic damage and be frightened until the end of your next turn.
- Prayer of the Empowered Blood (3 faith)
prerequisite: 7th level
Your blood mystical strength is empowered. You can spend 1 hit point less to use any blood feature.
- Prayer of the Red River (4 faith)
prerequisite: 13th level
You can ask for the ability to remove blood from your opponents. As an action, choose one creature within 30 feet. If the creature fails a Constitution saving throw against your blood save DC, the creature will start to bleed for 1 minute, losing 1d6 hit points on the start of each of its turns.
This bleeding can't be stopped by any means, but requires concentration to maintain, as if you were concentrating on a spell.
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