Blood Cursed (5e Class)

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Blood Cursed[edit]

A cursed being that follows or has been cursed, possibly by an Aberration or a Fiend. The Blood Cursed is a creature that sacrifies its own health to cause damage. There are different ways of getting a curse or losing one, but by using this class you embrace the power that the curse gives you. A Blood Cursed is a warriorish type of class, giving you the opportunity of spellcasting later on. You will learn what it means to live in the darkness, not like the drow or duergars, but like someone who is hunted, hated and far more cruel than his greatest foes.

Bleeding along his Path[edit]

The Blood Cursed may not be truly evil, but more often tends to be so. They are often hermits, but also appreciate good company. They have been either cursed or they follow a Fiend or an Aberration. This also decides how his/her opinion about Warlocks or similar kind is. The Blood Cursed could have even be cursed by a Warlock, giving him a Nemesis. This makes the Blood Cursed one of some creatures that learn magic not by studying, but by feeling and controlling emotions of itself. Out of a mechanical perspective this class is like a dark paladin who can build into different ways of power use. You can be a Crimson Mage, controlling blood in limited manners and being able to cast more spells, or you can be a Crimson Warrior who hits hard and can stay long in a fight without dropping to zero hit points. There is also the way of the Vampire, but that way just gives you a hint of what you could be.

Creating a Blood Cursed[edit]

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Why are you cursed? Who did that to you? Do you like it? Only you know the answer to these questions. Also, the Blood Cursed is an individual that uses blood-and unholy-magic to defeat it's opponents and maybe seeks vengeance. So you should choose something fitting as a backround. The Hermit is recommended, but there are different other options which you might want to discuss with your Dungeon Master. You could have been a slave of a powerful Vampire or you entered an Order which gave you this gift, following a certain deity or devil and acting in it's service, like a Paladin but less honorful. Also you don't need to be brutal or a killer. After you started taking the Blood Mage path you can get some Blood Powers which can give you charismatic abilities, or at least make it seem like you do. You should take the Blood Word Defense, because of the better armor class, but if you want to be a Blood Mage you can take Beam and be able to cast a spell at the first level in this class, even if it is a level 0 spell. This class is also considered a half caster class, when you determine your spellcaster level when you multiclass.

Quick Build

You can make a Blood Cursed quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Hermit background. Third, choose the Defense Blood Word and all first choices for your gear. Take the Perception and Survival skill.

Class Features

As a Blood Cursed you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor
Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Tools: none
Saving Throws: Constitution, Wisdom
Skills: Choose two from Athletics, Arcana, Intimidation, Perception, Religion, Survival.

Equipment

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

Table: The Blood Cursed

Level Proficiency
Bonus
Features Blood Point maximum Blood Words Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Blood Words , Curses Benefit 1 1 -
2nd +2 Spellcasting , Fighting Style 2 1 2 2
3rd +2 Crimson Paths 3 2 3 3
4th +2 Ability Score Improvement 4 2 3 3
5th +3 Crimson Path Features 5 3 4 4 2
6th +3 Born in the Dark 6 3 4 4 2
7th +3 Omens 7 4 5 4 3
8th +3 Ability Score Improvement 8 4 5 4 3
9th +4 9 5 6 4 3 2
10th +4 Blood Siphon 10 5 6 4 3 2
11th +4 Crimson Path Features 11 6 7 4 3 3
12th +4 Ability Score Improvement 12 6 7 4 3 3
13th +5 13 6 8 4 3 3 1
14th +5 Crimson Path Features 14 7 8 4 3 3 1
15th +5 Back from Death's Door 15 7 9 4 3 3 2
16th +5 Ability Score Improvement 16 7 9 4 3 3 2
17th +6 17 7 10 4 3 3 3 1
18th +6 Dark Escape 18 8 10 4 3 3 3 1
19th +6 Ability Score Improvement 19 8 11 4 3 3 3 2
20th +6 Fleeing Soul 20 8 11 4 3 3 3 2

Blood Words[edit]

Your control over hemomancy granted you the ability to utter blood words, magical words in an ancient and secretive language, capable of extracting arcane power from your vitae.

At 1st level, you gain two blood words of your choice. When you gain certain blood cursed levels, you gain additional blood words of your choice, as shown in the Blood Words known column of the Blood Cursed table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the blood words you know and replace it with another blood words that you could learn at that level.

Beam

You learn the cantrip Eldritch Blast. Wisdom is your Spellcasting ability. You spend one blood point to cast this cantrip.

Defense

You spend one Blood Point. As an action your Armor Class, if you wear no armor, is 10 + your Wisdom modifier + your Constitution modifier for 8 hours.

Chill

Prerequisite: 2nd level Blood Cursed

You spend at least two Blood Points and up to eighteen Blood Points. You cast Sleep on a level equal to every two Blood Points you spend without expending a spell slot. You regain use of this ability after you finish a short or long rest.

Close

Prerequisite: 2nd level Blood Cursed

You spend at least two Blood Points and up to eighteen Blood Points. You cast Cure Wounds on a level equal to every two Blood Points you spend without expending a spell slot. You can use this ability a number of times equal to your Wisdom modifier (minimum of one) between long rests.

Darts

Prerequisite: 2nd level Blood Cursed

You spend at least two Blood Points and up to eighteen Blood Points. You cast Magic Missle on a level equal to every two Blood Points you spend without expending a spell slot. You can use this ability a number of times equal to your Wisdom modifier - 2 (minimum of one) between long rests.

Disguise

Prerequisite: 2nd level Blood Cursed

You can cast Disguise Self as an action without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of one) between long rests.

Give

Prerequisite: 2nd level Blood Cursed

When you finish a long rest you regain all spend hit dice.

Hate

Prerequisite: 2nd level Blood Cursed

You spend at least one Blood Point and can spend a number of Blood Points equal to your proficiency bonus. You cast Bane on a level equal to the Blood Points you have spend without expending a spell slot. You regain use of this ability after you finish a short or long rest.

Sight

Prerequisite: 2nd level Blood Cursed

You spend one Blood Point. You cast Darkvision on 2nd level as an action without expending a spell slot. You regain use of this ability after you finish a short or long rest.

Shock

Prerequisite: 2nd level Blood Cursed

You learn the spell Thunderous Smite and you can cast it with spell slots.

You can also cast it on 1st level with no spell slots by spending two Blood Points. You can do so a number of times equal to your Wisdom modifier (minimum of one) between long rests.

Understand

Prerequisite: 2nd level Blood Cursed

You spend one Blood Point. You cast Comprehend Languages on 1st level and without expending a spell slot.

Move

Prerequisite: 5th level Blood Cursed

You spend at least one Blood Point and up to five Blood Points. You cast Command as an action on a level equal to the amount of spend Blood Points without expending a spell slot. You can do so a number of times equal to your proficiency bonus -1 per long rest.

Vigor

Prerequisite: 5th level Blood Cursed

You spend at least one Blood Point and up a number of Blood Points equal to your proficiency bonus. You cast False Life targeting yourself on a level equal to the Blood Points you have spend as a action without expending a spell slot. You regain use of this ability after you finish a short or long rest.

Cloudy

Prerequisite: 5th level Blood Cursed

You spend two Blood points. You cast Blur as an action without expending a spell slot.

Help

Prerequisite: 5th level Blood Cursed

You spend two Blood Points. You cast Enhance Ability without expending a spell slot. You can do so a number of times equal to your Constitution modifier (minimum of one) per long rest.

Melt

Prerequisite: 5th level Blood Cursed

You spend two Blood Points. You cast Melf's Acid Arrow on 2nd level without expending a spell slot. When you reach 9th level you can spend three Blood Points to cast the spell on 3rd level, when you reach 13th level you can spend four Blood Points to cast the spell on 4th level and when you reach 17th level you can spend five Blood Points to cast the spell on 5th level. You can use this ability a number of times equal to your Wisdom modifier (minimum of one) per long rest.

Sacrifice

Prerequisite: 5th level Blood Cursed

You spend a number of Blood Points equal to your proficiency bonus as an action. You regain one spend hit die. You can use this ability once per shortrest.

Staunch

Prerequisite: 5th level Blood Cursed

You spend four Blood Points. You cast Prayer of Healing as an action without expending a spell slot. You regain use of this ability after you finish a short or long rest.

Weapon

Prerequisite: 5th level Blood Cursed

You spend two Blood Points. You cast Spiritual Weapon on 2nd level without expending a spell slot. When you reach the 13th level of this class you can cast this spell at 4th level, using 4 Blood Points. You regain use of this ability after you finish a short or long rest.

Exorcism

Prerequisite: 9th level Blood Cursed

You spend five Blood Points. You can cast Counterspell, Dispel Magic or Remove Curse without expending a spell slot. You cast these spells at the highest spell level for which you have a spell slot for. After you use this ability you can't use it again until you finish a short or a long-rest.

Guard

Prerequisite: 5th level Blood Cursed

You spend four Blood Points. You cast Aura of Vitality as an action without expending a spell slot. You regain use of this ability after you finish a short or long rest.

Regain

Prerequisite: 9th level Blood Cursed

When you finish a shortrest you can regain hit dice out of a pool filled with a number of hit dice equal to your Constitution modifier (minimum of one). This pool refills after you finish a long rest.

Reclaim

Prerequisite: 9th level Blood Cursed

When you get hit by a melee weapon attack and take damage, you can use your reaction to spend three Blood Points to get temporary hit points equal to the damage dealt by the attack. You can use this ability twice between long rests.

If you gain, have or had the 13th level in this class, you can use this ability three times between long rests instead.

Scare

Prerequisite: 9th level Blood Cursed

You spend 25 hit points to cast fear, without expending a spell slot. You can't do so again until you finish a long rest.

Escape

Prerequisite: 13th level Blood Cursed

You spend 30 hit points to cast dimension door, without expending a spell slot. You can't do so again until you finish a long rest.

Heal

Prerequisite: 13th level Blood Cursed

You can use a bonus action and spend a spell slot to cause a creature you can see within 30 feet to regain a number of hit points equal to 5, plus 5 per level of the spell slot spent. Once you use this word, you can't do it again until you finish a long rest.

Suffer

Prerequisite: 13th level Blood Cursed

You spend 30 hit points to cast eyebite, without expending a spell slot. You can't do so again until you finish a long rest.

Unleash

Prerequisite: 13th level Blood Cursed

You spend 30 hit points to cast freedom of movement, without expending a spell slot. You can't do so again until you finish a long rest.

Destroy

Prerequisite: 17th level Blood Cursed

You spend 35 hit points to cast destructive wave, without expending a spell slot. You can't do so again until you finish a long rest.

Die

Prerequisite: 17th level Blood Cursed

You spend 35 hit points to force a creature to make a Constitution saving throw. On a failed save, the target takes 10d10 necrotic damage.

In addition, if the target is reduced to half its maximum hit points or lower, roll a d100. If the number rolled on the d100 is lower than the damage caused by this feature, the target dies instantly.

Freeze

Prerequisite: 17th level Blood Cursed

You spend 35 hit points to cast cone of cold, without expending a spell slot. You can't do so again until you finish a long rest.

Reconstruct

Prerequisite: 17th level Blood Cursed

You spend 35 hit points to cast greater restoration, without expending a spell slot. You can't do so again until you finish a long rest.

Stop

Prerequisite: 17th level Blood Cursed

You spend 35 hit points to cast hold monster, without expending a spell slot. You can't do so again until you finish a long rest.

Sanguine Bond[edit]

Beginning at 1st level, you learn how to use your magical blood to forge a powerful bond with a weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and lose one hit die, forging the bond.

You can have a single bonded weapon. If you attempt to bond with a second weapon, you must break the bond with the other one. Your bonded weapon gain the following benefits:

  • You can use your Charisma modifier, rather than your Strength, for attacks and damage rolls with this weapon.
  • You can't be disarmed of that weapon unless you are incapacitated.
  • If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

Spellcasting[edit]

Starting at 2nd level, you draw your magic power from your blood.

Spell Slots

The Blood Cursed table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Armor of Agathys and have a 1st-level and a 2nd-level spell slot available, you can cast Armor of Agathys using either slot.

Bloody Alternative

You can instead of expending a spell slot use your hit dice to cast spells. You use a number of hit dice equal to the number of dice shown in the table below. You can't cast spells on a higher level than your highest spell slot level that you gain after finishing a long rest. You can use this kind of casting a number of times equal to your Constitution modifier (minimum of 1) and as long as you have hit dice left. If you use this feature again after already expended all uses you double the hit dice number you spend per spell level. You regain all uses of this feature after you finish a long rest.

Spell Slot Level Hit Dice
1st 1
2nd 2
3rd 4
4th 5
5th 6
Spells Known of 1st Level or Higher

You know two 1st-level spells of your choice from the blood cursed spell list. The Spells Known column of the Blood Cursed table shows when you learn more blood cursed spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the blood cursed spells you know and replace it with another spell from the blood cursed spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your blood cursed spells, since your magic draws on your attunement to the abyss or other dark places. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a blood cursed spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack = your proficiency bonus + your Wisdom modifier
Spellcasting Focus

The Blood Cursed uses a Arcane Spellcasting Focus as a Focus.

Ritual Casting

You can cast a blood cursed spell as a ritual if that spell has the ritual tag and you know the spell.

Fighting Style[edit]

Reaching 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Crimson Paths[edit]

Reaching 3rd level, you must choose between three different paths: The Crimson Mage, the Crimson Warrior or the Vampire. This will decide which features you get by 5th, 11th and 14th level.

Ability Score Increase[edit]

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.

Born in the Dark[edit]

When you reach 6th level, the curse changes your body again to make you more familiarized with darkness:

  • While in dim light or darkness, you have advantage on saving throws against petrification, paralyzation, and being stunned.
  • You gain a darkvision of 60 feet and can see through magical darkness within 60 feet. If you already have a darkvision of 60 feet or higher it increases by 30.
  • Also while in dim light or darkness you gain +1 to your AC and you get an extra 10 feet to your movement. You gain this effect only when you begin your turn in an area of dim light or darkness. If you are exposed to bright light you lose this benefit until you are in an area of dim light or darkness.

Omens[edit]

Starting at 7th level in this class, you learn to use your magic to manipulate fate, by controlling the good or bad omens. You have a number of uses of this feature equal to your proficiency bonus, regaining them after a long rest. You can use a reaction to control fate in the following manners:

Bad Omen

When a creature take damage from an attack, you can use this feature to maximize the damage, instead of rolling for it. Alternatively, when a creature roll dice to regain hit points, you can cause that hit point regained to be the minimal, instead of allowing the creature to roll.

Good Omen

When a creature regain hit points while within 30 feet of you, you can cause that creature to regain the maximum amount of hit points, instead of rolling for it. Alternatively, if a creature take damage, you can cause that damage to be the minimal possible damage, instead of rolling the dice.

Blood Siphon[edit]

Reaching 10th level, you can now manipulate blood in the body of your enemies in magical manners. If a creature is killed by an attack from you, you can use your bonus action on the same turn to create a Blood Siphon out of that corpse. Creatures without blood in their bodies can't be turned into a Blood Siphon. You can choose which type of siphon the creature is transformed into.

They have an AC of 10, a speed of 0, have a 0 in all ability scores and are restrained and blinded. They all have 50 hitpoints and are vulnerable to all damage types, except necrotic damage which they are immune to. They can't do anything, except emanate the effect that you choose. They are also immune to all magical effects until they are destroyed.

All syphons affect a radius of 10-foot. You can't have more than a syphon active at the same time.

Cursing Siphon

You bring the corpse into a state of cursed undeath. All creatures of your choice within the siphon radius are cursed, and have a penalty equal to your Charisma modifier to their attack rolls.

Exploding Siphon

The corpse blows up, explodes and deals damage to all creatures, except you, within the siphon radius. Creatures must make a Dexterity saving throw or take a number of d8's equal to your proficiency bonus of necrotic damage, or half as much on a successful save. On a failed save, creatures damaged by the explosion are poisoned for one minute. The siphon is destroyed.

Feast Siphon

The killed creature blooms with unnatural foliage. As an action you can pull energy from the siphon, you regain a number of Blood Points equal to your wisdom modifier. The siphon stays until you have used it a number of times equal to your Wisdom modifier or until you want it to stop as an free action during your turn. The plants then wilt and the body is reduced to ash.

Healing Siphon

The corpse crumples up with the face looking up and vomit's blood which fills the area within it. While you are in 10 feet range of the siphon or enter it's area you regain a number of hitpoints equal to twice your wisdom modifier. The siphon gains your Initiative -1 and begins with this effect at the start of it's turn. The area within 10 feet of the siphon is considered difficult terrain to all creatures except you. You can also choose to drain the siphon directly and regain 2d4* your Wisdom modifier hitpoints, and is immediately destroyed.

Magical Siphon

All of the corpses life essence is transformed into pure arcane energy. You regain a number of spell slot levels equal to your proficiency modifier. For example, when you have a character level of 8 you can regain a 1st level and a 2nd level spell slot, three 1st level spell slots or one third level spell slot. You can't regain spell slots that you haven't used or that you have no access to. The siphon is then destroyed.

You can use a blood siphon once per long rest, at 18th level you can use it twice per long rest. You can have a maximum of 2 siphons at one time. A blood siphon will naturally last for a number of rounds equal to your wisdom modifier, after that it will loose its power and return to being a corpse.

Back from Death's Door[edit]

Reaching 15th level, your curse brings you back from death if needed. When you are dropped to 0 hitpoints, fall unconcious and still have a number of Blood Points equal or above your proficiency bonus left, you can instead spend all of your Blood Points and regain hitpoints equal to half your hit-dice.

Alternatively when you are outright killed, you can instead use this feature to instead drop to 0 hitpoints and be stablilized, if you still have a number of Blood Points equal or higher than your proficiency bonus left. You lose these Blood Points and suffer one level of exhaustion.

You can use this feature once per long rest.

Dark Escape[edit]

Beginning at 18th level, while you are in an area of dim light or darkness, you can take the Dash action using a bonus action. When you use this bonus action, your movement speed is reduced to 0 if you move into an area of bright light for the remainder of the turn.

In addition, when you use this bonus action, you also become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Fleeing Soul[edit]

When you reach 20th level, you can shift between planes daily and the curse has made a final change to you:

-Once per day you can cast the spell Plane Shift, targeting only yourself, without expending a spell slot and without material components.

-You gain resistance against any bludgeoning, piercing and slashing damage that is dealt by a creature.

-You no longer age and magic can't alter your age in any way.

-Your Wisdom or Constitution score and score maximum rises by 2, to a maximum of 24.

Crimson Paths[edit]

You can choose between these three Crimson Path's: Crimson Mage, Crimson Warrior or Path of the Vampire.

Crimson Mage[edit]

Your curse now gives you the possibilities to be a more efficient Crimson Mage. A Crimson Mage could be like a Lich, just that it is a vampiric one and not a wizard.


Crimson Mage Bonus Spell List

You get an expanded spell list when you take this path. You can learn these spells at the shown levels and above. These spells are Blood Cursed spells for you.

Blood Cursed level Spells
3rd Arms of Hadar
5th Scorching Ray
9th Fireball
13th Blight
17th Contagion
Arcane Influence

Choosing this sub-class at 3rd level, you can extend your cursed weapon feature to any object of your choosing. This object counts as an arcane focus for you, and when activated you can add half your proficiency bonus to the damage any spell you cast using it. Choose two Warlock Cantrips. You learn them and you can choose another one at 13th level. These count as blood cursed spells for you and wisdom is your spellcasting ability.

Blood Powers

Also at 3rd level, you can get one Blood Power of your choice. You get another power at 9th, 15th and 18th level.

Power Drain. You spend two Blood Points as an action and you can choose one creature you can see within 30 feet of you. The creature takes necrotic damage equal to three times your Wisdom modifier + twice your Blood Cursed level and you regain hit points equal to the half (rounded up) the damage dealt. If the creature dies you can use this ability again after finishing a short rest. Otherwise you can regain the use of this ability once you finish a long rest. When you reach 13th level, you can use this ability by expending a 1st level spell slot. You can do so only when you already used it once, as described earlier in this Blood Power.
Vampiric Charm. You learn the cantrip Friends and when you use this cantrip a creature won't know that you charmed it afterwards. That only counts for this cantrip. On 9th level you can spend three Blood Points as an action and you cast the spell Charm Person successful on the creature. Either way, if the creature succeeds the saving throw or not, the ability is used. You can use this ability a number of times equal to your proficiency bonus -2. You regain all expended uses of this ability after you finish a long rest. At 13th level in this class, you can use 3 charges to cast Hold Person on 5th level. At 17th level in this class, you can use 4 charges to cast Dominate Person on 6th level.
Kill the Weak. You spend two Blood Points as an action and all creatures within 30 feet of you, of a CR of 0 and until the creature has blood in it and is a living creature it immediately dies. This effect applies to creatures of higher CR when you gain more levels in this class. On 6th level it effects creatures of CR1/4 and below, on 9th level it effects creatures of CR 1/2 and below, on 12th level it effects creatures of CR 1 and below, on 15th level it effects creatures of CR 2 and below and on 18th level it effects creatures of CR 3 and below. You can use this ability a number of times equal to your Wisdom modifier per long rest.
Vampire Morphing. You spend three Blood Points as an action and you cast Polymorph targeting yourself. You choose in what you turn and you can turn into a bat or a wolf. On 15th level you can turn into a Giant Bat or a Dire Wolf. If you turn into a bat or a wolf you can use this ability a number of times equal to your Wisdom modifier between long rests. If you turn into a Giant Bat or a Dire Wolf you must use at least two of those uses and can't turn into an other creature until you finish a long rest, except an other spell or magic ability turn you into one. Also, when you are dropped to 0 hitpoint and unconcious or killed, you can instead turn into a mist of dark, thick smoke. You can only do so while you are not exposed to light or running water. You are then concious and have a fly speed of 30 feet. After one hour you turn back and you can revert your form earlier. This takes one minute. While in this form you are immune to all damage types, except radiant damage and bright light which drops you out of the mist form instantaniously. When you drop out you are unconcious for 1d4 hours. You can't use this ability again until you finish a long rest. This option exists next to the Back from Death's Door class feature.
Blood Summon. You know how to cast Find Familiar without using material components as a ritual. You can only summon an Imp, a Quasit, a Gazer or a Pseudodragon.

When you reach 13th level in this class, you can cast Summon lesser demons on 3rd level without expending a spell slot and by providing a vial of your own blood. You can do so once per long rest. At 17th level in this class, you gain the ability to cast Summon greater demons on 6th level without expending a spell slot and providing a vial of your own blood. You can do so once per day.

Blood Puddle. You can turn into a puddle of blood. You spend three Blood Points as an action on your turn you lose your form and turn into a blood puddle that has 10 feet radius. You can move the puddle 60 feet in any unoccupied space and any direction. Every creature that enters or stands inside the 10 feet radius while you move the puddle suffers necrotic damage equal to your Blood Cursed level + twice your Wisdom modifier (minimum of one). A creature can only take this damage once a round. You gain resistance against bludgeoning piercing and slashing damage and you have the same hitpoints in this form as you had before you turned. At the start of your next turn you revert back.You lose all benefits when you revert back. When you are hit unconscious you instantaniously revert back to your humainoid form. You can use this ability a number of times equal to your Wisdom modifier (minimum of one). You regain all uses when you finish a long rest.
Dark Wispers. You learn the cantrip Message and can cast it without somatic components and with a range of 200 feet. When you reach 9th level, you can cast Dissonant Whispers at will for a number of times equal to your Wisdom modifier per long rest on a level equal to the highest spell slot that you get from this class on your current level. At 15th level, you can cast Magic Mouth on 2nd level at will without needing to provide the material components. When you gain the 17th level in this class, you can cast Sending on 3rd level at will for a number of times equal to your Wisdom modifier per long rest.
Blood to pure Magic

From 6th level on, you cast a spell with your Blood Points and without using a spell slot. This is a modification of the Spellcasting feature part named Bloody Alternative. You can cast spells on a level above the level you normally have access to. For example, on 7th level you can already cast a spell on 5th level. You can't do so with the spells that get from your Blood Word feature. The number of spells which you can cast is limited. You can cast a number of spell levels equal to your Blood Cursed level per long rest. For example, at 6th level you can cast six 1st level spells, three 2nd level spells or two 1st level and two 2nd level spells or any other combination, not exceeding your Class level.

Spell Level Blood Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Enhanced Mind and Vitality

Reaching 11th level, you gain the more vitality and better concentration:

-While your arcane focus is active you add your proficiency bonus to saving throws against attacks and abilities, and you add twice your proficiency bonus to checks you make to maintain concentration on your spells, if you are already proficient in the check or save your proficiency is doubled.

-You gain resistance to poison damage and you also gain advantage on all disease and poison saving throws.

-You can use your action to end one charm effect. You can do so again after you finish a long rest.

-You have the Magical Siphon prepared at all times and it does not count's against the number of options that you can have prepared.


You also gain expanded casting abilities:

-You learn two 1st and one 2nd level spell from either the Druid, Sorcerer or Warlock spell list. Both spells do not have to come from the same spell list. You can only choose them once.

-You learn the Animate Dead spell.

All three of these spells do not count against the number of spells that you can know from the Spellcasting class feature and they count as blood cursed spells for you.

Lifeforce Drain

When you reach 14th level in this subclass, as an action you can mark one creature that is not a construct or undead. The creature immediately suffers damage equal to twice your level and has disadvantage on saving throws against your spells. When you reach 18th level in this class, you can use this feature twice a day. You can have more than one effect present at one time.

Aberration. Swirling eldritch energy surrounds you as the power of the aberration makes you resistant to damage. For 1 minute you gain +2 to your AC and resistance to psychic damage for 1 minute.
Beast. You temporarily steal the dying beasts voice. For the next hour are permanently under the effect of the Speak with Animals spell, and have advantage on intimidation and persuasion checks on animals.
Celestial. A holy power surges through your body. You immediately regain hit points equal to twice your level, and have resistance to necrotic and radiant damage for the next minute.
Dragon. You steal the might of the dragon, immediately after killing a dragon every hostile creature that can see you must make a charisma saving throw against your spell save DC or be frightened of you for 1 minute. Additionally any ally within 30 feet of you immediately gains temporary hit points equal to half your level.
Elemental. You steal the power of the elemental. Your spells an extra deal 1d8 damage of the same type as the elemental you've slain, and you gain temporary hit-points equal to your level.
Fey. The you become immune to the charm. You are immune to the charmed, paralyzed, and frightened conditions, and have advantage on charisma ability checks and saving throws for the next hour.
Fiend. Evil energy emanates through you. For one hour you gain resistance to cold and fire damage, your speed doubles, you gain a climbing speed equal to your walking speed if you didn't have one already, and can move through difficult terrain with no reduction in speed.
Giant. You absorb the runic magic of the giants. For the next hour you have advantage on Strength checks and saving throws. Your size increases from medium to huge, and your ac increases by 2.
Humanoid. You gain the power of the changeling. For one hour you can speak and understand every language, and you can alter your appearance to that of any humanoid you've seen and have advantage to pass yourself off as that person. You gain advantage on Charisma (Persuasion).
Monstrosity. Your body takes on a monstrous form. For one minute you gain temporary hit points equal too twice your level, and creatures that make melee attacks against you take damage equal to half your level.

Crimson Warrior[edit]

Your curse manifests into a deep rage that courses through your veins, you become a devastating force on the battlefield, using your curses power to amplify your physical capabilities.

Crimson Warrior Extended Spell List

Starting at 3rd level, you learn additional spells when you choose this path. You learn these spells at the shown levels and above. These spells count as Blood Cursed spells for you.

Blood Cursed level Spells
3rd searing smite
5th shadow blade
9th elemental blade
13th staggering smite
17th banishing smite
Bonus Proficiency

When you choose this path at 3rd level you gain proficiency with martial weapons, medium armor, heavy armor, and shields.

Healing Surge

When you reach 3rd level your curse amplifies your healing abilities, you gain the following benefits:

  • You gain extra hit die equal to your Charisma modifier whenever you finish a long rest (up to your maximum hit dice).
  • You also gain the ability to invoke your curse to heal yourself in the middle of the fight. You can use a bonus action to regain a number of hit points equal to 1d12 + your blood cursed level. When you do so, you can't do it again until you finish a short or long rest.
Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Battle Born

At 11th level, your curse amplifies your combative abilities, altering your physiology and making you a monster on the battlefield. When you roll initiative, you gain the following benefits.

  • You add your Charisma modifier to your initiative rolls.
  • When you activate your cursed weapon, you can add your full proficiency bonus to damage rolls you make with that weapon instead of half.
  • When you reduce an enemy to zero hit points with your activated cursed weapon you can either: recover blood points equal to half your proficiency bonus rounded up, or you heal a number of hit points equal to your Wisdom modifier + your Blood Cursed level.

You can use this feature a number of times equal to your proficiency bonus, regaining your uses of it after finishing a long rest.

Blood Rage

When you reach 14th level in this path, you can temporarily let your curse completely consume you, sacrificing your own vitality for pure power. As a bonus action you can go into a blood rage. You suffer damage equal to half your maximum hit points (rounded down) and gain the following benefits for one minute:

-You automatically cast False Life targeting yourself on 5th level.

-You gain resistance to all damage types, except radiant damage.

-You gain the benefits of the Haste. This lasts for the duration of your rage, no concentration required. You suffer the detriments of the spell once your rage ends.

-You can cast any spell from your extended spell list at will.

You can use this feature once per long rest. When you reach 18th level, you can use this feature twice per long rest.

Vampire[edit]

The curse reveals itself to be vampiric in nature, while not a true vampire your gain many similar abilities. Those with the curse of the vampire embody a creature of the night.

Vampire Bonus Spell List

Also at 3rd level, you get an expanded spell list when you take this path. You can learn these spells at the shown levels and above. These spells are Blood Cursed spells for you.

Blood Cursed level Spells
3rd False Life
5th Enthrall
9th Hypnotic Pattern
13th Greater Invisibility
17th Geas
Vampirism

At 3rd level, you gain benefits and weaknesses:

-You are vulnerable to radiant damage and have resistance to necrotic damage.

-You have disadvantage on attack rolls and ability checks while in direct sunlight.

-You can't create blood points normally, instead you start with a number of them equal to half your proficiency bonus between every long rest.

-You don't need to eat and drink water and food anymore. Instead you have to drink blood. You can survive without blood for a number of days equal to 4 + your Constitution modifier + your proficiency bonus. After that you get one level of exhaustion with every day that passes without drinking blood.

-Your own body gains its own natural weapons, your hands become claws, and your teeth elongate into sharp fangs. These automatically count as your curse weapons, and you can activate both of them at the same time as a bonus action with blood points equal to your proficiency bonus. Your claws deal 1d8 slashing damage, and your fangs 1d6 and both use your dexterity as the attack and damage bonus. On your turn you can make a bite attack as a bonus action.

-Your gain an unarmored defense equal to 10 + your Constitution + your Dexterity.

-You gain proficiency in the Stealth and Perception skill. If you are already proficient in these skills your proficiency bonus is doubled for these skills.

-You're movement speed increases by 10, and then by another 10 at 10th level.

Blood Drain

While your cursed weapon(s) are active, you can use them to drain the vitality from creatures.

Once per turn when you hit with a cursed weapon you can force a target to make a constitution saving throw against your spell save DC. On a failed save the creature takes additional damage equal to your level, and you can choose to either regain hit-points equal to twice your level or blood points equal to half your wisdom modifier rounded up. You can use this ability a number of time equal to your wisdom modifier per long rest.

Extra Attack

At 5th level you can attack twice when you take the attack action on your turn.

Dark Influence

At 11th level, you gain three more vampiric powers.

Power Drain. When a creature fails its saving throw against your blood drain, you reduce its maximum hit points by your level in this class. At 18th level you reduce a creatures hit points by twice your level.
Vampiric Charm. You learn the cantrip Friends and can cast it without the creature you target knowing you charmed it. At 18th level you can cast dominate person at will once per short rest.
Vampire Morphing. You can cast Alter Self at will, and can spend 2 blood points as an action to cast Polymorph on yourself.
Help of the Darkness

By reaching 14th level, you master the ability to kill in large numbers. When you reduce a creature to zero hit points on your turn you immediately gain an additional action.

You also gain the ability to turn into a true vampire as a bonus action. For one minute you gain the following benefits:

-Your Strength, Dexterity and Constitution scores all increase by 4.

-You have resistance against all damage except radiant damage, which you are vulnerable too

-You gain a flying speed equal to your walking speed.

-Once per turn you can use a free action to instantly teleport into any area within 100 feet of you that is in dim light or darkness.

-If a piercing weapon made of wood is driven into your heart while you are incapacitated, you are paralyzed until the stake is removed.

-You take 10 radiant damage when you start your turn in sunlight or enter it.

-You can dash as a free action on your turn.

-Your bite attack now deals 1d6 piercing damage + twice your Blood Cursed level.

-At the start of your turn while in dim light or darkness you regain hit points equal to your blood cursed level.

You can use this ability once per long rest. When you reach 18th level, you can become a true vampire twice between long rests.

Blood Cursed Spell List[edit]

You can learn all of the spells on the basic Blood Cursed spell list.

1st Level

Armor of Agathys, Charm Person, Compelled Duel, Detect Magic, Ensnaring Strike, Hail of Thorns, Hellish Rebuke, Hunter's Mark, Inflict Wounds, Shield, Thunderwave, Ray of Sickness

2nd Level

Aid, Alter Self, Blindness/Deafness, Crown of Madness, Darkness, Flaming Sphere, Hold Person, Misty Step, Shatter, Suggestion, Zone of Truth

3rd Level

Bestow Curse, Blink, Conjure Barrage, Flame Arrows, Glyph of Warding, Haste, Lightning Arrow, Phantom Steed, Protection from Energy, Magic Circle, Nondetection, Remove Curse, Revivify, Slow, Vampiric Touch

4th Level

Banishment, Compulsion, Confusion, Dominate Beast, Mordenkainen's Faithful Hound, Stoneskin

5th Level

Dominate Person, Hold Monster, Insect Plague, Scrying, Swift Quiver

The whole spell list contains 49 spells.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Blood Cursed class, you must meet these prerequisites: 13 Constitution and 13 Wisdom

Proficiencies. When you multiclass into the Blood Cursed class, you gain the following proficiencies: Melee martial weapons



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