Blood Mystic (5e Class)

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Blood Mystic[edit]

An albino human gaze into the eyes of a the iron clad knight in front of him, protecting the entrance of the tower. The man lifts its arm, pointing at the knight, as he whisper in some ancient language. The knight start to bleed through all pores of his body, screaming in pain and agony as the man, unfazed, walks past him to the entrance of the tower, searching for treasure.

A group of bandits, circle the young half-elven girl, prepared to stole her possessions. They approach, confident on the success of this attack. The elven girl looks at the half-elven girl look at the stronger between the bandits and whispers "kill them". She starts to move her arms as if she was controlling a puppet, as the large and muscular human starts to swing his sword towards his own allies, mimicking the hand movements of the girl. One by one they are killed, as the terrified warrior try helplessly to stop his arm, who now forces the sword to pierce through his own belly, crying and shouting for mercy.

Vitality Magic[edit]

Blood mystics use the life force contained inside the blood to control creatures with blood in their veins and to manifest powerful magical effects. This is not necessarily a form of magic, although the word magic is used to describe the fantastical effects of this mysterious discipline.

Creating a Blood Mystic[edit]

Blood mystics often control this power innately, but spend their lives trying to further the limits of this natural control over blood. When you've discovered this ability to control blood? In a moment of stress, after being attacked by a monster? Have you noticed your supernatural ability to mend your own wounds over time? Are you part of a traditional order of blood mystics?

What is the source of this power? Are you the result of a magical experiment? Maybe you are the descendant of a supernatural being with magical blood, such as vampires?

Quick Build

You can make a blood mystic quickly following these suggestions. Make Charisma your highest ability and Constitution your second highest. Then, choose the Hermit background.

Class Features

As a Blood Mystic you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools:
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Athletics, Arcana, Insight, Intimidation, Perception, Sleight of Hand, and Stealth

Equipment

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

Table: The Blood Mystic

Level Proficiency
Bonus
Features
1st +2 Blood invocation, Mystical Endurance
2nd +2 Suppress Resistances, Sanguine Empowerment
3rd +2 Blood Path
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Blood Path Feature
7th +3 Blood invocation Empowerment
8th +3 Ability Score Improvement
9th +4 Blood Siphoning, Wound Resistance
10th +4 Supernatural Vitae
11th +4 Blood Path Feature
12th +4 Ability Score Improvement
13th +5 Suppress Resistances Improvement
14th +5 Immortal Mystic
15th +5 Bloodwalk
16th +5 Ability Score Improvement
17th +6 Blood Path Feature
18th +6 Control Blood Flow
19th +6 Ability Score Improvement
20th +6 Bloodied Champion

Blood Invocation[edit]

At 1st level, you learn how to draw power from your own vitality to control the blood flow of creatures. Each blood invocation requires you to spend a number of hit points to use, indicated on its description. You can't use a blood invocation if doing so would reduce you to 0 hit points or less. Starting at 7th level, each blood invocation can be empowered by spending more hit points while they are active.

Blood Invocation Ability

Whenever you use your blood invocation, you use your Charisma to calculate the saving throw DC or attack modifier for a blood invocation.

Blood Invocation save DC = 8 + your Proficiency Bonus + your Charisma modifier

Blood Invocation attack modifier = your Proficiency Bonus + your Charisma modifier

Bleeding

As an action you spend 1 hit point to cause a creature within 30 feet of you to bleed. The creature must succeed on a Constitution saving throw. On a failed save, the creature takes damage equal to your Charisma modifier, and lose 1d10 hit points at the start of its turn.

The number of turns increase to 2 when you reach 5th level, 3 at 11th level and 4 at 17th level. Magical healing stop the bleeding.

Empowerment. Starting at 7th level, when a creature fail a saving throw, you can spend 2 hit points to cause any weapon attack made against that creature to deal additional 1d6 necrotic damage for the duration of the bleeding. In addition, empowering the bleeding cause the creature also take 1d6 damage each time it moves.

Puppeteering

As an action, you spend 1 hit point to move a creature you can see within 15 feet. The creature must succeed on a Strength saving throw. On a failed save, you can force the creature to move 10 feet to any direction. This movement costs the creature's reaction.

Empowerment. Starting at 7th level, when a creature fail a saving throw, you can spend 2 hit points to also cause the creature to take the Attack, Dash, Disengage or Dodge actions.

Solidifying

As an action you expend 1 hit point to hold a creature within 30 feet in place by controlling its blood. The creature must succeed on a Strength saving throw. On a failed save, the creature's movement is halved and has disadvantage on Dexterity check and saving throws until the start of its next turn. You can use this invocation on yourself, and doing so grants you, in addition to all the other effects, advantage on all Strength checks and saving throw for the duration.

Empowerment. Starting at 7th level, when a creature fail a saving throw, you can spend 2 hit points to impose the paralyzed condition to the creature. This effect lasts for 1 round for each modifier bonus you have in Charisma. The creature can make another saving throw in each of its turns to end the effect.

Mystical Endurance[edit]

Beginning at 1st Level, you can use use your mystic powers to control the blood inside your own body to improve your reflexes, stop bleedings and close wounds. You can use a bonus action to regain a number of hit points equal to your hit die + your Charisma modifier.

In addition, your AC equals 10 + your Charisma modifier + your Constitution modifier, when not wearing armor or shield.

Suppress Resistances[edit]

At 2nd level, you can use your control over the blood of creatures to nullify the natural resistances to a certain damage type. As a bonus action on your turn, you can spend 2 hit points suppress one damage resistance of a creature for 1 minute. You cannot suppress resistances from more than one creature at the same time. This ability doesn't work on resistances granted by spells or magical items, only natural resistances.

Starting at 13th level, for the duration, whenever you deal damage against a creature you have suppressed the resistance, using the damage type you have suppressed, you deal 1d8 additional damage from that damage type.

Sanguine Empowerment[edit]

Starting at 2nd Level, you can add your Charisma modifier, instead of your regular ability modifier, to any Strength, Dexterity, and Intelligence skill you are proficient with. In addition, you can add your Charisma modifier to all Constitution checks.

Blood Path[edit]

When you reach 3rd Level, you have learnt to channel your mystical blood powers in unique manners. Your Path grants you features at 3rd Level and again at 6th, 11th, and 17th level.

Ability score Improvement[edit]

When you reach 4th Level, and again at 8th, 10th, 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 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

In addition, whenever you use a blood invocation, you can make one weapon attack as a bonus action.

Blood Siphoning[edit]

Starting at 9th, you can extract the blood of a creature to replenish your own vitality. As an action, you can choose a creature within 60 feet of you. That creature must succeed on a saving throw. On a failed save, the creature loses a number of hit points equal to your Charisma modifier x half your proficiency bonus, or half as much on a successful save. You regain the same amount of hit points.

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

Wound Resistance[edit]

At 9th level, your body can endure the effects of wounds and bleeding. You become immune to effects that cause you to bleed and to critical hits. In addition, you can use your action to end any poison or disease currently affecting you.

Supernatural Vitae[edit]

Starting at 10th level, your hit point maximum increases by an amount equal to twice your level.

Immortal Mystic[edit]

At 14th level, when you are reduced to 0 hit points, you can choose to be reduced to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest.

Bloodwalk[edit]

Starting at 15th level, you can use your action to gain the supernatural ability to transport yourself via the blood of living creatures. For 1 minute, in each of your turns, you can use your bonus action to enter any living creature within 5 feet of you that has blood in it, whose size equals or exceeds your own and emerge into another living creature within 30 feet of it, occupying an unoccupied space within 5 feet of it.

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

Control Blood Flow[edit]

At 18th level, you can cause you or a creature within 30 feet of you to rerroll a Constitution saving throw by using your reaction. The creature must choose the new result. You can use this feature a number of times equal to your Charisma modifier, being unable to use it again until you finish a long rest.

Bloodied Champion[edit]

At 20th level, when you finish a short rest, whenever you have less than half your hit points but more than 0, you regain a number of hit points equal to your Charisma modifier + your proficiency bonus, up to half your maximum.

In addition, any blood invocation that require you to spend 1 hit point no longer have any hit point cost.

Blood Bender[edit]

Your mystic powers allow you to control the blood inside creatures, controlling them as puppets.

Blood Hold

Starting at 3rd level, you can spend 1 hit point to make a grapple attempt against a creature within 30 feet of you. The contested check is made against your Blood Invocation DC. This can be made as part of an Attack action. Once grappled, the creature remains grappled for 1 minute, or until succeeds on a ability check to end this condition. After 1 minute, you can choose to spend one additional hit point to keep the effect active.

At each turn the creature start grappled, you can use your bonus action to use your Bleeding ability against it. If a humanoid creature is reduced to 0 hit points while under your blood hold, you can use your reaction to raise that creature as a zombie under your control, for 1 minute. This zombie acts as if it were raised by the animate dead spell

Blood Flow

At 6th level, whenever you use your bleeding invocation, for each turn a creature starts bleeding, you can choose to deal half damage to regain 1 hit point instead, if the creature is within range.

In addition, you learn the spell spare the dying, which you can cast as a bonus action on your turn, and up to a range of 30 feet. When you use this ability on a creature, you can use an Action to lose 1d8 hit points, and restore the same amount on the chosen creature.

Enslavement

At 11th level, you can expend 1 extra hit point to impose the charmed condition on a creature grappled by your Blood Hold feature. This effect ignores immunity or advantage against this condition.

For the duration, while the creature is grappled, you can command that creature as if it were under the command spell, using your bonus action and spend 1 hit point. The grappled condition effects doesn't apply for the commanded action.

Mass Enslavement

When you reach the 17th level, you can spend 6 hit points to force a number of creatures within 120 feet of you to make a Strength saving throw. On a failed save, they are under your control. Controlled creatures function as objects animated by the "animate objects" spell, following the statblocks for animated objects, regardless of their original stats.

If a creature has more hit points than the animated object, the creature is released from control after the "object" hit points is reduced to 0 hit points. If the creature has less than the amount of hit points from the animated object, the corpse of the creature remains under your control for the duration of the effect or until is reduced to 0 hit points.

Once you use this ability, you can't use it again until you finish a long rest.

Blood Rager[edit]

Your channel your blood magic to empower your body and become more strong and agile, releasing it into a furious surge of energy.

Blood Surge

Starting at 3rd level, you can spend 3 hit point as a bonus action to enter in a blood surge. Your blood surge lasts for 1 minute. It ends early if you are incapacitated. While you are surging, you gain the following benefits:

  • Your movement speed increases by 10 feet.
  • As a bonus action on your turn, you can cause all creatures within 5 feet of you to lose their reactions.
  • You add your Charisma modifier to all Strength, Dexterity and Constitution checks and saving throws.
  • Once in each of your turns you deal additional damage equal to your Charisma modifier.
  • Whenever you reduce a creature to 0 hit points while surging, you regain 1 hit point.
  • You gain a bonus to your AC equal to your Charisma modifier
Sacrifice

Starting at 6th level, you can lose your own vitality to damage your enemies. When you hit a creature with an attack, you can choose to lose 1d10 hit points to add 1d10 to the damage of that attack. Doing so grant you a number of temporary hit points equal to the number rolled on the d10, that lasts until the next rest.

Hard to Kill

Starting at 11th level, whenever you roll death saving throws, you add your proficiency bonus to the roll. Also, you need to fail a number of death saving throws equal to your Charisma modifier to die.

In addition, once per day when you finish a short rest, you can cast regenerate on yourself.

Invisible Threat Starting at 17th, when surging, you can spend 1 additional hit point to cast enhance ability targeting yourself, choosing Strength, Dexterity, Constitution or Intelligence. Depending on the ability empowered, you can activate the following benefits:

  • Strength. You can spend 1 hit point to deal additional damage to your melee attacks using Strength equal to Charisma modifier to all attacks you make until the start of your next turn.
  • Dexterity. You can spend 1 hit point to take the Dash, Disengage or Dodge action as a bonus action.
  • Constitution. You can spend 1 hit point and use your reaction to reduce any damage taken by an amount equal to your Charisma modifier + half your level in this class.

Multiclassing[edit]

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

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