Black Blood, Variant (5e Class)
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- 1 Black Blood
- 1.1 Class Summary
- 1.2 Creating a Black Blood
- 1.3 Class Features
- 1.3.1 Table: The Black Blood
- 1.3.2 Self Harming
- 1.3.3 Infused Weapon
- 1.3.4 Harden Blood
- 1.3.5 Bloodcurdling Scream
- 1.3.6 Bloody Needles
- 1.3.7 Ability Score Increase
- 1.3.8 Hard as Lead
- 1.3.9 Blood Infusion Sub-Type
- 1.3.10 Blood Armor
- 1.3.11 Blood Javelin
- 1.3.12 Blood Decoy
- 1.3.13 Blood Wings
- 1.3.14 Greater Harden Blood
- 1.3.15 Blood Tidal Wave
- 1.4 Blood Sub-type
The child's back splits wide open, pouring a black fluid down and around him. The gangsters are confused. Did the kid cut himself?
Before they can react, the blood, black as night, flows out under and pierces them, hardening into heavy black spires topped with their twitching bodies. As they breathe their last, the blood recedes like a tide, slithering back up into the child from whence it came. The child grins a deranged smile up at the night.
Black blood is a synthetically made and weaponized bodily fluid that coexists with the blood cells in the body. This virus of sorts grants immense resistance and strength. It, however, forces your character to lose sanity when in combat or dealing with intense situations. Black Blood was originally created by a witch known for her immense power and horrible ways to force her son into becoming an all-powerful creature. Based off of the anime Soul Eater, the most notable character possessing Black Blood, Crona, was consumed by the madness from a combination of his blood itself, an experiment, and the torture endured from his mother a witch.
Creating a Black Blood
When making a black blood, consider the following questions for your character: How did they come along this cursed power? Were they experiments, maybe? Are they in hardship with this consuming power? Do they let themselves go nuts or struggle and fight with themselves as they exist with it? Do they maybe even have a dual personality? Who are your parents, and are they even human? Those with black blood can be assumed to have very odd and gruesome histories that make their personalities all the more unique and interesting. Keep that in mind during character construction.
- Quick Build
You can make a black blood quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity. When creating a black blood, you must remember to keep your buff abilities ready or active because you will be dealing damage to yourself as well as the enemy targets quite often.
As a Black Blood you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, and shields
Weapons: Simple and melee martial weapons
Saving Throws: Constitution or Dexterity and Strength
Skills: Choose 2 of the following: Acrobatics, Athletics, Insight, Intimidation, Perception, Stealth, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scale Mail or (b) Leather Armor and shield
- (a) One martial melee weapon or (b) Two simple melee weapons
- (a) Diplomat's pack or (b) Dungeoneer's pack or (c) Explorer's pack
- (a) Dagger (1d4 piercing damage) or (b) Sickle (1d4 Slashing damage)
- (a) A cherished memento from your childhood before you became what you are or (b) A small trinket that helps keep you happy
|2nd||+2||Harden Blood, Infused Weapon|
|3rd||+2||Curdling Scream, Bloody Needles|
|4th||+2||Ability Score Improvement|
|5th||+3||Hard as Lead|
|6th||+3||Blood Infusion Sub-type|
|7th||+3||Infused Weapon Improvement and Extra Attack|
|8th||+3||Ability Score Improvement|
|10th||+4||Infused Weapon Improvement, Blood Infusion Sub-Type ability|
|12th||+4||Ability Score Improvement|
|14th||+5||Infused Weapon Improvement and Extra Attack|
|16th||+5||Ability Score Improvement|
|17th||+6||Greater Harden blood, Blood Infusion Sub-Type ability|
|18th||+6||Infused Weapon Improvement|
|19th||+6||Ability Score Improvement|
|20th||+6||Blood Tidal Wave|
Harm yourself as you harm your enemies. Starting 1st level, you may expend an action to cut yourself with your dagger, sickle, or your infused weapon (if it does slashing damage). Whenever you move for the next 1d4 turns, you bleed on the ground. You may select up to 10 feet that you have occupied that has your blood on it. Any creatures that are standing on the 10 feet of space must succeed a Dexterity saving roll (DC=8+ your Dexterity modifier) at the beginning of each of their turns where they continue to occupy that space. On failure, they take 3d4 Acid damage. You may use this feature twice, regaining uses upon finishing a short rest. At 6th level you can use this feature three times per short rest and at 15th level you may use this feature four times per short rest.
Starting 2nd level, experimentation with your blood has caused your weapon to become infected with the same blood, and you are both now fused together. You can absorb your weapon into your body to eliminate carry weight, and manifest it into your hand without needing to take action. Your weapon, being fused to you, gains sentience eventually. At 5th level, your weapon becomes aware of its surroundings and takes on your alignment. You can speak telepathically with your weapon. At 7th level, your weapon grows in power and gains a +1 bonus to attack rolls. At 15th level your preferred weapon gains a +2 to attack rolls instead of +1 (choose 1 standard weapon to mark as your favorite) once your favorite weapon is selected it cannot be changed.
Starting 2nd level, As a bonus action, you may harden your blood inside your veins. You may Roll a 1d6 and add your Constitution modifier to the roll and add the total as temporary hit points. Harden blood can only be used twice before regaining all uses at the end of a long rest. In addition, while you retain any temporary hit points, you are resistant to Poison damage. You gain more uses as you level up, with 3 uses at 6th level and 5 uses at 15th level.
Starting 3rd level, if Self Harming is in effect, your weapon is soaked in your blood. By expending an action, you can have this bloodstained weapon let out a terrifying and intense scream that affects everyone within 30 ft around your character. All creatures in the area who can hear the scream must succeed a Wisdom saving throw, DC= 10 + your Wisdom modifier and proficiency bonus. Those that fail the roll will become paralyzed until their next turn. You may use this feature once, regaining use after a long rest. At 9th level you can use Bloodcurdling Scream each time you kill a creature outright. Creatures who are unable to hear at all (those that are completely deaf or lack the ability to hear) are unaffected.
Starting at 3rd level, Your blood can emerge from your body in sharp, needle-like spikes. You may expend an action to target a creature up to to 10 feet from you and deal 1d10 + your Constitution modifier piercing damage to the creature. If Harden Blood is not active, half the damage is dealt onto you. You may also use this feature as a reaction after receiving damage and deal 1d10 + your Constitution modifier piercing damage to a target of your choice within 10 feet of you. You can only use this ability as a reaction twice per short rest. This abilities damage increases by 1d10 when you reach 7th level (2d10), and 16th level (3d10).
Ability Score Increase
When you reach level 4, 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.
Hard as Lead
Starting 5th level, Your blood has permanently hardened a little, and moves slowly through your body. This has caused your skin to be much firmer and tougher. When creatures make unarmed strikes against you, the damage dealt is halved. Additionally, the attacker must succeed a Constitution saving throw (DC= 10 + your proficiency bonus and Constitution modifier) or be dealt the same amount of damage as you. At 10th level your blood has hardened even more allowing you take roll a Constitution saving (DC 12) throw to reduce incoming slashing or piercing damage by 1d6 + Constitution modifier.
Blood Infusion Sub-Type
Starting 6th level, You discover which Blood Sub-type of black blood you have been infected with. This determines how you fight in combat, and grants you different sets of abilities at later levels.
Starting 8th level using your blood to soak your body, it hardens into a full suit of armor that clings to your form. By expending an action, your base AC becomes 18 for up to 2 (1d4 + your Constitution modifier) turns. You may use this feature twice per long rest. At eleventh level you can this feature three times per long rest and gain one charge back per short rest.
Starting at 10th level you can make a large javelin using your blood. By expending an action, you create and hurl a javelin at an enemy up to 150 feet from you that you can see and has a clear path between. Make a ranged weapon attack roll against the creature and deal 4d6 + your Strength modifier of acid damage upon a hit. You may use this feature once per long rest, you can use this feature again if you absorb a blood javelin thrown by you. If harden blood is not active you take 1d6 slashing damage per cast.
Starting 13th level, you can make a rough copy of yourself with your blood. By using an action, make an attack to cut yourself deeply, dealing 4 x your weapon damage die to yourself. The resulting blood Creates a clone made of your blood with half your hit point maximum, rounded down. The clone moves on your turn and can only move 30 feet away from you or it disperses and is no more. The clone retains your stats and abilities and cannot duplicate itself. You can expend a bonus action to dismiss the clone. The clone can perform basic actions and you can command it with a bonus action. If you expend an action to dismiss the clone, you can half of the clones hit points to your own. As long as your clone is active, your hit point maximum is halved.
Starting 15th level, it's time you earned your wings. By expending an action, you can have your blood burst out from your back, dealing 2d8 force damage to yourself. The blood then forms wings. You gain a fly speed equal to your walking speed and can fly as high as 60 feet for (5d8 + your Constitution modifier) turns. You may dismiss these wings with a bonus action, reabsorbing the blood healing yourself for 1d6 + Constitution modifier).
Greater Harden Blood
Starting 17th level, you can armor up even more with your blood, which is now even tougher. By expending an action, your blood hardens under your skin and you gain temporary hit points equal to 1D12 + your Constitution modifier. You can only use this feature twice and you regain all uses at the end of a long rest. In addition, while Greater Harden Blood is active, you are immune to poison damage and resistant to slashing and piercing damage.
Blood Tidal Wave
Starting 20th level, you can send a splash of your infected blood to destroy enemies. You may expend an action to gather a surge of black blood in your veins. You take 3 x your weapon damage die to stab your abdomen and release the flood. The resulting deluge affects a cone area in front of you up to 50 feet. Any being that is drenched in your blood must succeed a DC 25 Constitution saving throw or be inflicted with short-term madness. Additionally, the affected creature now has disadvantage on all Intelligence and Wisdom saving throws. They also take 4D8 Acid damage on failure, and half the damage if they succeed.
This is where you choose your class option of sub-type for your character.
Your weapon and you form and unlikely bond, not one based on trust.
- Enchanced Scream
Starting at 7th level if you kill an enemy using your blood weapon or a black blood based ability you may automatically use Bloodcurdling Scream. This must be done immediately after an enemy is slain and you cannot move before using this ability.
- Second Act
Starting at 10th level your blood's separate personality can form into a physical manifestation that is always attached to you. Your blood's manifestation can make a bonus attack on creatures that have taken damage from your blood weapon. The creature takes 1d6 force damage if within 5ft. If the creature is not within 5ft but within 10ft the damage is doubled to 2d6. This damage lands only if the target has just taken damage from your blood weapon. The blood manifestation uses your proficiency modifier as its bonus to attack roll.
- Bloody Frenzy
Starting at 14th level, if your are below half of your maximum HP you can activate this ability to make an attack roll on everyone (friendlies and enemies) within 5ft of you. All attacks have advantage. You can use this effect only once and gain the charge back after a long rest. At 17th level you can use this ability twice per long rest.
- Complete Weapon Resonance
Starting at 18th level your blood can make one blood weapon attack that does 4d10 acid damage. This ability becomes a critical hit on a natural 19 or 20 attack roll. You can use this feature once per long rest.
Your Blood releases madness, causing your wisdom and intellect to reduce while in combat and increasing the power of your strength.
- Passive Madness
Starting 6th level, if you take damage in combat, you may expend your reaction to put yourself at a disadvantage in all Wisdom and Intelligence saving throws. You then gain proficiency Strength saving throws and you have advantage on attack rolls for the next 2d4 turns.
- Leech Blood
Starting at 9th level you can siphon the energies from enemies that you maim. When you successfully make an attack against another creature and deal damage to them, you may use your bonus action to heal for the amount of damage you dealt. You cannot use this feature if you are at maximum hit points. You also do not gain points over your maximum with this feature. You can use this feature twice per long rest. Starting at 18th level you can use this feature three times per long rest.
- Blood Absorbtion
Starting at 11th level any black blood that exits your body to make an attack (ex: Blood Javelin) can be reabsorbed for extra HP. Each time you enter a square that has your blood on it you can heal 1d6 + Constitution modifier. This ability will absorb any black blood on the ground in the occupied space.
starting 17th level, when your hit points drop beneath a quarter of your maximum HP, you can let go of your mind and have the black blood take over. You have disadvantage in all Wisdom and Intelligence rolls, but your attacks do an extra 3D8 Acid damage die. This feature lasts one minute. This feature activates without any action on your part and lasts until you either die or are over 1/2 of your maximum health. This feature can only be activated once per long rest.
Infused Innards Exposed
Your black blood infuses with your organs, increasing your power.
- Hardened Innards
Starting at 6th level, you gain a +1 bonus to AC. At 12th level you gain a +2 bonus to AC instead. (this cannot bring your natural AC excluding armor above 18) This feature does not apply if you are wearing medium or heavy armor.
- Forced Donation
Starting at 11th level, you may deal 5 x your weapon damage die to yourself to bleed onto a creature within melee range of you that is below their hit point maximum. The target creature takes double the damage you dealt yourself.
- Lethal Spikes
Starting at 13th level whenever you take damage from slashing or piercing attacks that causes you to bleed and the attacker is within 10 feet of you the target must succeed on a Dexterity saving throw. If the attacker passes he moves back 5ft to avoid the spike also avoiding all damage. If the target cannot move backwards (due to walls, terrain, etc) the attacker automatically fails the saving throw. On a failed save the target takes 2d10 piercing damage. If you use Lethal Spikes you cannot use Bloody Needles as a bonus action on your next turn. If the attacking creature is not within 10ft of you this ability automatically fails.
- Bloody Weapon Master
Starting at 15th level your blood weapon gains bonuses depending on the type of weapon it is currently forming. Only one feature ability can be used at a time. Using a weapon that has 10ft or more of reach gains an additional 5ft reach. Using a one handed melee weapon add +3 to the damage dealt, +6 at 20th level Using a melee weapon that has the finesse attribute allows you to make an extra attack on the target if the first attack lands. Using a two handed melee weapon allows you to land a critical strike on a natural 19 or 20 attack roll.
- Organ Reconstruction
Starting at 19th level, You gain a natural healing while away from others in combat. By expending an action, you regain hit points equal to 1d12 + your Constitution modifier. You can only use this action when you are 10 feet or more away from all creatures. You can use this feature equal times your Constitution modifier, regaining use after finishing a long rest.