Blood Mystic (5e Class)

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Blood Mystic[edit]

A hulking half orc stands before a crowd of goblins. With a flick of his wrist, he lets out a jet of fire, and proceeds to walk slowly over their smoldering corpses.

<!-Introduction Leader->[edit]

Creating a Blood Mystic[edit]

Quick Build

You can make a Blood Mystic quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Outlander background. Third, choose An arcane focus of your choice

Class Features

As a Blood Mystic you gain the following class features.

Hit Points

Hit Dice: 1d10 per Blood Mystic level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Blood Mystic level after 1st


Armor: Light & Shields
Weapons: Simple
Saving Throws: Strength and Constitution
Skills: Choose 2 from: Arcana, Athletics, Intimidation, Medicine, Persuasion, and survival.


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

  • (a) Leather armor or (b) {{{item1b}}}
  • (a) 2 simple weapons or (b) 1 simple weapon & a shield
  • (a) An Arcane focus or (b) A Divine Focus
  • (a) 75 gp worth of other items or (b) {{{item4b}}}
  • If you are using starting wealth, you have 4d4*10 in funds.

Table: The Blood Mystic

Level Proficiency
Features Cantrips/Spells Known
1st +2 Blood invocation, Mystical Endurance 2/4
2nd +2 Bloodrage 2/5
3rd +2 Blood Path Choice 3/6
4th +2 Ability Score Improvement 3/7
5th +3 Extra Attack 4/8
6th +3 Blood Path Choice 4/9
7th +3 4/10
8th +3 Ability Score Improvement 4/11
9th +4 Blood Leech 4/12
10th +4 Blood Path Choice 5/13
11th +4 5/14
12th +4 Ability Score Improvement, Bloodied Armor 5/15
13th +5 5/16
14th +5 Blood Path Choice 5/17
15th +5 5/18
16th +5 Ability Score Improvement, [[#|]] 5/19
17th +6 6/20
18th +6 BloodBank 6/21
19th +6 Ability Score Improvement 6/22
20th +6 Bloodied Champion 6/23

Blood invocation[edit]

At 1st level, you gain the ability to invoke spells using your own blood. Also at 1st level, choose between the sorcerer and cleric spell lists. This choice is made at 1st level and cannot be changed. At this time, choose 4 1st level spells and 2 cantrips from the class of your choice. you can use these spells as if they were mystic disciplines. When you want to cast one of these spells, roll a Constitution saving throw, with a dc equal to the spells level +10. On a failure, you take 1d6+5 suffocation damage, which is halved on a success. A critical failure doubles the damage, and a critical success makes you take no damage.

Quick note on self healing with this: While you can self heal with this feature, statistically speaking, you will almost never heal more hit points then you take in damage. So if you consider yourself the luckiest man alive you can try, but just know the odds are stacked against you.

Spell save Dc/Attack bonus: Your Save DC is equal to 8+your prof bonus +your constitution modifier. Your Attack bonus is equal to your constitution modifier + your proficiency bonus.

At Higher levels: At every level after 1st, you learn 1 more spell (as shown on the table above) from the spell list of your choice. Up until 5th level, these spells must all be of 1st level, whereas at 5th level you can take 2nd level spells. At 9th level you can take 3rd level, at 13th level you can take 4th level spells, and at 17th level you can take 5th level spells.

Mystical Endurance[edit]

Whenever you make a Constitution saving throw, roll a d4, and add this to the total of your roll. If this increases your total above 20, you gain the benefits of rolling a 20 on the die.


At 2nd level, you learn to go into a frenzy to keep your head cool. As a bonus action, a certain of number of times per day, as barbarian, you can go into a rage, as barbarian. See Barbarian for the statistics of this.

Extra Attack[edit]

At 5th level, when you take the attack action, you attack twice instead of once.

Blood Leech[edit]

At 7th level, you learn to draw upon the blood of others to give yourself a little more time to work with and to deal with your wounds. When you reduce a creature to 0 hit-points, you gain temporary hit points equal to 1/2 your level plus your constitution modifier.

Bloodied Armor[edit]

At level 11, you gain a bonus a +1 bonus to the AC of any armour you have attuned with. Additionally you can attune to non-magical armour to gain this bonus as well, in this case, the armour becomes magical and confers a resistance to slashing, piercing and bludgeoning damage from non-magical sources. This armour cannot be attuned to anyone except you and loses its magical effects if the attunement is removed.

Greater Bloodrage[edit]

At 15th level, your rage for blood becomes so great that no one can stop you. Your Bloodrage cannot be ended early unless you will it to.

Blood Bank[edit]

After just directly pumping out your blood onto other creatures, you finally had the epiphany to maybe store it. At 18th level, you can store your level *2 in hitpoints of blood. Trying to store any more then this causes some of the other to loose its magical properties.

Bloodied Champion[edit]

After using so much of your blood to affect other creatures, you have finally built up a tolerance for using much more of your blood then before. You gain a +4 to Constitution, and your maximum for this stat increases to 24.

Blood Path[edit]

Choose a subclass from one of the Barbarian Paths.

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.

Spells Known: At 1st level, you choose either Cleric or Sorcerer spells. Use those lists.


Prerequisites. To qualify for multiclassing into the Blood Mystic class, you must meet these prerequisites: Con 14.

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