Blood Killer Cat (5e Class)

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Blood Killer Cat[edit]

"Look around you! These cats are bathed in blood. It soaks their fur and laps at their paws. This is why we survive! We are BLOODCLAN!"

— Scourge about BloodClan to Ruby and Socks in The Rise of Scourge, page 74

What is a Blood Killer Cat?[edit]

In this world, animals, like cats, are as smart as humans. A clan are a group of cats that follow the warriors code: certain set of laws. Bloodclan is a group of bloodthirst thugs that is clan in name only. They only care about power and ignore these set of rules. A Blood Killer Cat is any cat that is old enough to fight. They begin fighting at a young age. The training process is very harsh and a lack of any knowledge on treatment or healing, most trainees very few live long enough into adult.

In the early days, a group of cats gather up together for protection. As an intimidation tactic, they gather dog teeth are create a deadly collar from it. Even back then, the strongest rules them all. After some time later, a cat called Tigerstar arrived to this group. He taught the group some of the fighting methods of the clan. Under his influence, the group gained its name" Bloodclan and become much more ruthless. A few moons later, Tigerstar lead Bloodclan to the four clans and attempted to take over the them in a bloody war. In the bloodiest fight in history, ever single Bloodclan has been stained.

With the Bloodclan dead, it created a power vacuum back where Bloodclan originally was. An Bloodclan exile slowly gather stray cats together to create a new group. The exile took the Bloodclan's name and tradition to maintain the rule by fear. While the new Bloodclan is not nearly as bigger nor as strong as the original Bloodclan, they are still stronger than a normal stray.

Creating a Blood Killer Cat[edit]

How was your harsh life in Bloodclan? Did you leave Bloodclan? What do dog teeth means to you? What do you think of Twoleg (humanoid)? What do think of the orginal Bloodclan? What do you think of the clans? Do you add cat teeth to your dog teeth collection?

Quick Build

You can make a Blood Killer Cat quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Feral background. Third, choose great axe, a light crossbow and 20 bolts, and scale mail armor.

Class Features

As a Blood Killer Cat you gain the following class features.

Hit Points

Hit Dice: 1d12 per Blood Killer Cat level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Blood Killer Cat level after 1st


Armor: light, medium, and shield
Weapons: Simple weapons, martial weapons
Tools: none
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana (Twoleg), History, Insight, Investigation, Religion, and Survival


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

  • (a) a martial weapon or (b) two simple weapons
  • (a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail armor
  • explorer’s pack

Table: The Blood Killer Cat

Level Proficiency
Features Hemocraft Die
1st +2 Blood Ritual, Dog Teeth Claws, Crimson Rite d4
2nd +2 Dog Tracker, Dog Hunters, Fighting Style d4
3rd +2 Blood Killer Order, Bloodhound d4
4th +2 Ability Score Improvement d4
5th +3 Extra Attack d6
6th +3 Brand of Castigation, Infamous Claw d6
7th +3 Blood Killer Order feature, New Rite d6
8th +3 Ability Score Improvement d6
9th +4 Twoleg Psychometry d8
10th +4 Dark Augmentation d8
11th +4 Blood Killer Order feature d8
12th +4 Ability Score Improvement d8
13th +5 Brand of Tethering, Improved Critical d10
14th +5 Hardened Soul, New Rite, Esoteric Rite Unlocked d10
15th +5 Blood Killer Order feature d10
16th +5 Ability Score Improvement d10
17th +6 Brand of Corrosion d12
18th +6 Blood Killer Order feature d12
19th +6 Ability Score Improvement d12
20th +6 Sanguine Mastery, New Rite d12

Blood Ritual[edit]

At 1st level, you have lived through a traumatizing experience called a blood ritual. Each person's blood ritual is different. Most of the ritual is to scare the victim (like a stupid amount of blood or fight a large creature) to the point that they are numb to pain. It makes it easier to forcibly and permanently embed dog teeth into the victim's paws.

The blood ritual is not good for your health. Your maximum hit points are decreased by 1 and decreased by 1 more for each time you level up in Blood Killer Cat class.

Dog Teeth Claws[edit]

At 1st level, the main event of Blood Ritual is jabbing dog teeth into the victim's paws. If you are not a Warrior Cat, your unarmed strike now deals d8 Slashing damage. If you are a Warrior Cat, your claw attack is increased to d8.

Crimson Rite[edit]

At 1st level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.

As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn.

If you are using the Warrior Cat rule, replace the last sentence this: As a bonus action, you can activate a crimson rite on a single move with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest. Only that move will trigger the crimson rite extra damage and effects.

When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Killer Cat table.

For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical and increases as you gain levels in this class, as shown in the Hemocraft Die column of the Blood Killer Cat table. A weapon or move can only hold a single active rite at a time.

You learn a new Rite at the 7th, 14th, and 20th levels.

You gain access to an Esoteric Rite at the 14th level.

Primal Rites

Choose from the following:

  • Rite of the Flame. Your rite damage is fire damage.
  • Rite of the Frozen. Your rite damage is cold damage.
  • Rite of the Storm. Your rite damage is lightning damage.
  • Rite of the Snake. Your rite damage is poison damage.
Esoteric Rites

Choose from the following:

  • Rite of the Dead. Your rite damage is necrotic damage.
  • Rite of the Oracle. Your rite damage is psychic damage.
  • Rite of the Roar. Your rite damage is thunder damage.
  • Rite of the Corrosion. Your rite damage is acid damage.

Fighting Style[edit]

At 2nd level, you adopt a 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.


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


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 non-rite 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. 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.

Dog Tracker[edit]

At 2nd level, you have significant experience studying, tracking, hunting, and even talking to dogs/dragons.

You have advantage on Wisdom (Survival) checks to track dogs/dragons, as well as on Intelligence checks to recall information about them.

Additionally, you learn to speak Canine/draconic, the language of dog/dragon.

Dog Hunter[edit]

At 2nd level, you have been trained to hunt down and kill dogs. You gain the following features:

  • Your Blood Rite deals double damage to dogs/dragons
  • Dogs/dragons cannot gain advantage on attack rolls against you
  • You cannot be grappled or restrained by dogs/dragons

Blood Killer Order[edit]

At the 3rd level, you chose a Blood Killer Order. Choose between Order of the Blood Curse and HB and Official Subclass, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 11th, 15th, and 18th levels.


At the 3rd level, you gain the ability to smell even the tiniest trace of blood. You have the advantage to all rolls to track down a creature that is below half of its maximum hit points.

Ability Score Improvement[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.

Extra Attack[edit]

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

Brand of Castigation[edit]

At the 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action) and deal extra damage equal to your hemocraft dice. You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).

Your brand lasts until you dismiss it, you apply a brand to another creature or a marked creature takes short or long rest. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).

Once you use this feature, you can’t use it again until you finish a short or long rest.

Infamous Claws[edit]

At 6th level, cats hear nursery tales of a group of blood-thirsty cats that embed dog teeth to their paws. When you score a critical hit against a creature while using the cat's claw, front paw blow, or slice attack, that creature is frightened of you until the end of your next turn.

If you are playing a normal game, it would be your unarmed attack to trigger this effect.

Twoleg Psychometry[edit]

When you reach 9th level, you have a supernatural talent for discerning the history surrounding mysterious objects or places touched by Twoleg (humanoid). When making an Intelligence (History) check to recall information about an object created by Twoleg that you are touching, or a location that used to have Twoleg you are present in, you have an advantage on the roll. The information gleaned often leans towards the more alien nature of Twolegs and sometimes conveys visions of things previously unknown to the character on higher rolls.

Dark Augmentation[edit]

Upon reaching the 10th level, arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 5 feet, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).

Brand of Tethering[edit]

Starting at the 13th level, the psychic damage from your Brand of Castigation increases to twice your Intelligence modifier (minimum of 2 damage).

In addition, a branded creature can’t take the Dash and Disengage action. Their movement is reduced by half. If a creature is branded by your attempt to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.

Improved Critical[edit]

At the 11th level, you have an easier time finding the weak spot. Your weapon and unarmed attacks score a critical hit on a roll of 19 or 20.

Harden Soul[edit]

When you reach the 15th level, you have an advantage on saving throws against being charmed and frightened.

Brand of Corrosion[edit]

At 17th level, your Brand of Castigation now poisons the blood of your foe. Whenever you use Brand of Castigation a creature, that creature is poisoned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the poison (not Brand of Castigation) ends.

Sanguine Mastery[edit]

Upon becoming 20th level, you hone your control over blood magic, mitigating your sacrifice and empowering your capability. Once per turn, whenever a blood killer cat feature requires you to roll a hemocraft die, you can choose to reroll the die and choose which result to use.

Blood Killer Orders[edit]

There are a handful of secretive orders of the ex-blood clan cats that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood killer cat is learned.

Order of Blood Curse [edit]

Some Blood Killer Cats learn the forbidden method of affecting the blood of other creatures. They are able to create powerful magic-like abilities through their own or other creatures' blood.

Blood Maledict

At the 2nd level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the Blood Hunter class description. You can choose one of the blood curses you know and replace it with another blood curse, at the 6th, 10th, 14th, and 18th levels.

When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.

You can use this feature once. You regain all expended uses when you finish a short or long rest.

Malleable Blood

At the 7th level, you can modify Blood Maledict in certain ways. Choose one from below:

  • Self Protection

Whenever you use amplified your Blood Maledict and get the maximum number for hemocraft dice, you can reduce the damage taken by your intelligence modifier divided by two (rounded down and minimal of 1).

  • Bloodless

Your Blood Maledict can affect creatures without blood.

Additionally, whenever you use your Blood Maledict on a creature without blood, you gain temporary hit points equal to your intelligence score.

  • Control

Whenever you use Blood Maledict, choose up to your intelligence modifier of creatures that you can see. They are unaffected by your Blood Maledict

  • Boost

Your Blood Maledict's range is doubled. This does not affect the range area of effect.

  • Disorienting

Whenever you use Blood Maledict, choose one creature that you see. You subtract your intelligence modifier from their save against this Blood Maledict.

  • Adapting

Whenever you amplified your Blood Maledict, you can change the damage type and it deals extra damage equal to your Intelligence modifier.

  • Shared Pain

Whenever you amplified your Blood Maledict, choose one creature that you see within 60 ft. They take necrotic damage equal to the damage that you have taken from amplifying the Blood Maledict.

Every time you level up in this class you can change your Blood Malleable.

Improved Blood Maledict

At the 15th level, you can use Blood Maledict one additional time, making Blood Maledict be able to be two times per rest.

It becomes three times at the 18th level.

Blood Frenzy

At the 11th level, when you use your bonus action to use Blood Maledict, you can immediately make one weapon attack as part of that bonus action.

HB and Official Subclass [edit]

With approval from GM, you can use subclasses from Blood Hunter.

Subclass feature that expends Blood Maledict is replaced with "You can use this feature once per short or long rest".


Prerequisites. To qualify for multiclassing into the Blood Killer Cat class, you must meet these prerequisites: dex 13 and int 10

Proficiencies. When you multiclass into the Blood Killer Cat class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons, and one skill from the class’s skill list

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