Blood Reaper (3.5e Class)

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Blood Reaper[edit]

Blood Reapers are martial mages with an affinity for the scythe, blood, and chaos.

Enigmas, Blood Reapers, they dislike blood cults as they bring "disgrace" upon bloodletting, and yet they find no beauty in their art, simply stating "People die, blood flows, that's life"

Making a Blood Reaper[edit]

Blood Reapers are semi-reliant on allies and buffs since they are not proficient with armor of any kind. However they work best as secondary lines casting spells from safety while cutting down any who get too close.

Abilities: Constitution is the Blood Reapers main stat, while Dexterity and Charisma are secondary.

Races: As with all things chaos, Humans and Orcs are most common, though any can become a Blood Reaper.

Alignment: Any non Lawful, though Chaotic is most common.

Starting Gold: 3d4×10 gp (75gp).

Starting Age: As wizard.

Table: The Blood Reaper

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th
1st +1 +2 +0 +2 Blood Reave 3 2
2nd +2 +3 +0 +3 Combat Casting 4 3
3rd +3 +3 +1 +3 Grim Macabre 5 4
4th +4 +4 +1 +4 Death's Reach 6 5 2
5th +5 +4 +1 +4 Quick Cast 1/day 6 6 3
6th +6/+1 +5 +2 +5 Spell Power +2 6 6 5
7th +7/+2 +5 +2 +5 Sanguine Recital 6 7 6 2
8th +8/+3 +6 +2 +6 6 7 6 3
9th +9/+4 +6 +3 +6 6 8 7 5
10th +10/+5 +7 +3 +7 Quick Cast 2/day, Blood Hound 6 8 7 6 2
11th +11/+6/+1 +7 +3 +7 Spell Power+3 6 8 8 6 3
12th +12/+7/+2 +8 +4 +8 Sweeping Blade 6 9 8 7 5
13th +13/+8/+3 +8 +4 +8 6 9 8 7 6 2
14th +14/+9/+4 +9 +4 +9 Caustic Blood 6 9 9 8 6 3
15th +15/+10/+5 +9 +5 +9 Quick Cast 3/day, Large Blood Hound 6 10 9 8 7 5
16th +16/+11/+6/+1 +10 +5 +10 Spell Power+4 6 10 9 8 7 6 2
17th +17/+12/+7/+2 +10 +5 +10 6 10 10 9 8 6 3
18th +18/+13/+8/+3 +11 +6 +11 Spell Power+5 6 10 10 9 8 7 5
19th +19/+14/+9/+4 +11 +6 +11 6 10 10 9 8 7 6 2
20th +20/+15/+10/+5 +12 +6 +12 Quick Cast 4/day 6 10 10 10 9 8 6 3

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb, Concentration, Craft, Decipher Script, Diplomacy, Intimidate, Jump, Knowledge(all skills, taken individually), Ride, Sense Motive, Spellcraft, Swim.

Class Features[edit]

Weapon and Armor Proficiency: Blood Reapers are Proficient in any natural weapons, the Longbow, and the Scythe. But no Armor.

Spells: Blood Reapers cast unique Bloodmagic. To learn or cast a spell, you must have a Constitution score equal to at least 10 + the spell level (Con 10 for 0-level spells, Con 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Con modifier.

You receive bonus spells per day if you have a high Constitution score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook).

You begin knowing all 0-level spells and two 1st-level spells. Each time you gain a new class level, you learn one additional spell of any level you can cast.

When a Blood Reaper casts a spell, they lose the effect of fast healing, regeneration, and any other form of continuous healing for a number of rounds equal to the level of the spell cast, Blood Reapers bleed for 1d2 for this duration and the round the spell was cast. If the total damage from bleeding in a day equals or exceeds the Blood Reaper's constitution score they fall unconscious, taking non-lethal damage equal to the total damage they've bled that day. This effect has been dubbed The Price

A Blood Reaper's caster level is equivalent to his class level.

Blood Reapers choose their spells from the following list:

0—

   Minor Blood Orb
   Components: V, S,
   Casting Time: 1 standard action
   Range: Close (25 ft. + 5 ft./2 levels)
   Effect: One missile of acid
   Duration: Instantaneous
   Saving Throw: None
   Spell Resistance: No
   
   You fire a small orb of blood at the target. You must succeed on a ranged touch attack to hit your target.
   The orb deals 1d3 points of acid damage.
   Minor Blood Infusion
   Bloodmagic (Healing)
   Components: V, S,
   Casting Time: 1 standard action
   Range: Touch
   Target: Creature touched
   Duration: Instantaneous
   
   You restore 1 health to living creature touched
   Blood Rush
   Components: V, S
   Casting Time: 1 standard action
   Range: Close (25 ft. + 5 ft./2 levels)
   Target: One humanoid creature of 4 HD or less
   Duration: 1 round
   Saving Throw: Will negates
   Spell Resistance: Yes
   
   Blood rushes to the head of a humanoid creature with 4 or fewer Hit Dice dazing it, so that it takes no actions.
   Humanoids of 5 or more HD are not affected.
   A dazed subject is not stunned, so attackers get no special advantage against it.
   Deathwatch
   Components: V, S,
   Casting Time: 1 standard action
   Range: 30 ft.
   Area: Cone-shaped emanation
   Duration: 10 min./level
   Saving Throw: None
   Spell Resistance: No
   
   Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within
   the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or 
   fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead
   (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.
   You don't have to pay The Price



1st—

   Lesser Blood Orb
   Components: V, S,
   Casting Time: 1 standard action
   Range: Close (25 ft. + 5 ft./2 levels)
   Effect: One orb of acid
   Duration: Instantaneous
   Saving Throw: None
   Spell Resistance: No
   
   An orb of blood about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage.
   
   You must succeed on a ranged touch attack to hit your target.
   
   For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 
   2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
   Bloody Shell
   Components: V, S
   Casting Time: 1 standard action
   Range: Touch
   Target: Living creature touched
   Duration: 10 min./level
   Saving Throw: None
   Spell Resistance: Yes (harmless)
   
   Bloody Shell encases a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus.
   This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.
   Sanguine Tide
   Components: V, S
   Casting Time: 1 standard action
   Range: Touch
   Target: Creature touched
   Duration: Instantaneous
   Saving Throw: None
   Spell Resistance: Yes
   
   Your successful melee touch attack drains 1d4 points of damage per caster level (maximum 5d4) you gain that much health.
   You don't have to pay The Price
   Blade of Blood
   Components: V, S,
   Casting Time: 1 swift action
   Range: Touch
   Target: Weapon touched
   Duration: 1 round/level or until discharged
   Saving Throw: None
   Spell Resistance: No
   
   Red blood erupts along the weapon's blade, bludgeon, or point.
   The blood drips to spatter in thick, viscous drops upon the ground.
   This spell infuses the weapon touched with baleful energy.
   The next time this weapon strikes a living creature, blade of blood discharges.
   The spell deals an extra 1d6 points of damage against the target of the attack.
   You can voluntarily take 5 hit points of damage to empower the weapon to deal an extra 2d6 points of damage
   (for a total of 3d6 points of extra damage).
   The weapon loses this property if its wielder drops it or otherwise loses contact with it.
   Bloodied Spittle
   Components: V, S,
   Casting Time: 1 action
   Range: Close (25 ft. + 5 ft./2 levels)
   Effect: One missile of spit
   Duration: Instantaneous
   Saving Throw: Reflex Negates
   Spell Resistance: No
   
   Using a ranged touch attack (with a -4 penalty), you spit bloodied saliva into your target's eyes.
   The spittle blinds your target until he can wash his eyes with water or other rinsing fluid.
   This spell has no effect on creatures without eyes or that don't depend on eyes for vision.
   Bloodletting
   Components: S,
   Casting Time: 1 swift action
   Range: Touch
   Target: One weapon you hold
   Duration: See text
   Saving Throw: None
   Spell Resistance: Yes; see text
   
   With a simple flourish you turn a weapon into a deadly implement.
   You imbue a weapon you hold in your hand with the power to wound grievously.
   The next time that weapon deals damage to a living creature, the wound continues to bleed,
   dealing an extra 1d6 points of damage each round for the remainder of the spell's duration.
   A successful DC 15 Heal check or at least 1 point of magical healing stops this additional damage.
   A creature that is struck by the weapon but takes no damage from the initial attack (such as because of damage reduction)
   doesn't trigger the spell's effect.
   Check to overcome a target's spell resistance when you first strike the creature.
   If the check fails, the spell has no effect and is discharged, but the weapon still deals damage normally.
   The spell lasts for 3 rounds.
   If you don't deal damage to a living creature during the 3 rounds after casting the spell, it ends with no effect.
   The bleeding effect begins in the round when the creature is struck by the ensorcelled weapon and lasts until the spell ends
   (if struck on the first round after casting, the subject bleeds for 3 rounds; if struck in the second round after casting,
   the subject bleeds for 2 rounds, and so on).
   The spell ends immediately if the weapon leaves your hand.
   Light Blood Transfusion
   Components: V, S,
   Casting Time: 1 standard action
   Range: Touch
   Target: Creature touched
   Duration: Instantaneous
   Saving Throw: None
   Spell Resistance: No
   
   When laying your hand upon a creature, you channel energy that cures 1d8 points of damage +1
   point per caster level (maximum +5).
   Song of Sanguine
   Components: V
   Casting time: 1 standard action
   Range: 20ft
   Target: Allies
   Duration: 1 round/level
   Saving Throw: None
   Spell Resistance: No
   
   You hum a specific rhythm that gets yours and your allies blood pumping, all allies within range get
   a +1 competence bonus to hit for the duration of the spell.
   You don't have to pay The Price
   Blood Bolts
   Components: V, S,
   Casting Time: 1 standard action
   Range: Medium (100 ft. + 10 ft./level)
   Target: Up to five creatures, no two of which can be more than 15 ft. apart
   Duration: Instantaneous
   Saving Throw: None
   Spell Resistance: Yes
   
   A bolt of enchanted blood darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
   
   The bolt strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment.
   Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell.
   
   For every two caster levels beyond 1st, you gain an additional bolt—two at 3rd level, three at 5th, four at 7th, and
   the maximum of five bolts at 9th level or higher. If you shoot multiple bolts, you can have them strike a single
   creature or several creatures. A single bolt can strike only one creature. You must designate targets before you check
   for spell resistance or roll damage.


2nd—

   BloodBoil
   Components: V, S,
   Casting Time: 1 standard action
   Range: Medium (100 ft. + 10 ft./level)
   Target: One living creature
   Duration: 1 round + 1 round/3 levels
   Saving Throw: Fortitude partial
   Spell Resistance: Yes
   
   Your target's skin begins to redden as his blood starts to boil within his veins.
   The subject of the spell suffers as his blood heats up, taking 2d6 points of fire damage.
   For every three caster levels, the spell lasts an additional round (up to a maximum of 7 rounds at 18th level)
   dealing another 2d6 points of damage each round.
   A successful Fortitude save reduces the duration of the spell to 1 round.
   If you cast boiling blood on the same subject before the first casting has expired, the second spell has a different effect.
   In any round in which the subject takes damage from the spell, he is also sickened.
   This extra effect lasts for as long as the duration of both spells continues, after which only the normal effect occurs
   for the rest of the duration of the latter spell.
   Creatures immune to extra damage from critical hits are immune to this spell
   as are creatures that lack blood or similar internal fluids.
   Sanguine Scythes
   Casting Time: 1 standard action
   Range: Self
   Duration: 1 round + 1 round/level
   
   Blood leaks from under your finger nails then harden to create crimson claws, you gain 2 claw attacks
   with neither being considered secondary attacks these are treated as scythes for any feats, abilities..etc
   they deal 2d4 with a critical threat range of 19-20/x3
   Moderate Blood Transfusion
   Components: V, S,
   Casting Time: 1 standard action
   Range: Touch
   Target: Creature touched
   Duration: Instantaneous
   Saving Throw: None
   Spell Resistance: No
   
   When laying your hand upon a creature, you channel energy that cures 2d8 points of damage +1
   point per caster level (maximum +10).
   Frigid Javelin
   Components: V, S,
   Casting Time: 1 standard action
   Range: Close (25 ft. + 5 ft./2 levels)
   Target: One creature
   Duration: Instantaneous
   Saving Throw: Fortitude partial
   Spell Resistance: Yes
   
   The caster makes a ranged touch attack against a foe, launching a javelin of glacial crimson from his right hand.
   The javelin deals 1d8 points of damage per two caster levels (maximum 8d8).
   Half the damage is cold, and the other has no specific type.
   When struck, the foe must also succeed at a Fortitude save or be stunned for 1 round.
   Fallen Marionette
   Components: V, S,
   Casting Time: 1 standard action
   Range: Close (25 ft. + 5 ft./2 levels)
   Target: One corpse
   Duration: Instantaneous
   
   You control the blood of a nearby corpse, effectively 'raising' them from the dead, treat them as a zombie of their race
   you may only control a certain amount of Marionettes which combined HD equals your own. They cannot be turned or rebuked.
   You may not have both Marionettes and a Blood Hound at the same time unless you succeed in a concentration check DC 30
   repeat this check every time you take damage, if you fail, the Blood Hound loses form and splashes on the ground, and
   the marionettes fall lifeless.
   Bloodshot Eyes
   Casting Time: 1 standard action
   Range: Self
   Duration: 1 round + 1 round/level
   
   You can see the blood inside of any creature so long as they are within your vision, this effect works on anyone
   invisible as well, but not those behind non-organic material. (such as stone)
   You don't have to pay The Price


3rd—

   Conflagulated Breath
   Components: V, S
   Casting Time: 1 standard action
   Range: 15 ft
   Area: Cone-shaped burst
   Duration: Instantaneous
   Saving Throw: Reflex half
   
   You breathe forth a cone of red acidic droplets. The cone deals 1d6 points of acid damage per caster level (maximum 10d6).
   Blood-brother: Werewolf
   Components: V, S
   Casting Time: 1 Standard Action
   Range: Self
   Duration: 1 minute/level
   
   A howl erupts from your lips as your face contorts and expands into a wolf-like form.
   
   You gain a +2 enhancement bonus to Strength, a +4 enhancement bonus to Dexterity, a +4 enhancement bonus to Constitution,
   and a +4 enhancement bonus to natural armor. You gain a bite attack that deals 1d6 points of damage (or 1d4 points if you
   are Small) + 1-1/2 times your Str modifier. You also gain the benefit of the Blind-Fight feat.
   Blood-brother: Wererat
   Components: V, S
   Casting Time: 1 Standard Action
   Range: Self
   Duration: 1 minute/level
   
   With a sneeze, you grow a whiskered snout
   and ratlike tail as fine gray fur covers your
   thickening skin.
   
   You gain a +6 enhancement bonus to Dexterity, a +2 enhancement bonus to Constitution, and a +3 enhancement bonus to natural armor.
   Your face lengthens into a ratlike snout, and you gain a bite attack that deals 1d4 points of damage (or 1d3 points if you are
   Small) + 1-1/2 times your Str modifier. You also gain the benefit of the Weapon Finesse feat.
   Aspect of the Reaper
   Casting Time: 1 Standard Action
   Range: Self
   Duration: 1 minute/level
   
   All of the blood in your body becomes almost gaseous giving you incorporeal form, all equipment becomes 
   incorporeal as well, gaining
   -a fly speed matching your base with perfect maneuverability
   -a gaze attack (Consuming Gaze (su)) at a range of up to 30 feet. The target of your gaze must succeed on a Fortitude save
   or take 2d10 points of damage and 1d4 points of Constitution damage
   -all of your attacks during this time act as if under the effect of ghost touch
   Serious Blood Transfusion
   Components: V, S,
   Casting Time: 1 standard action
   Range: Touch
   Target: Creature touched
   Duration: Instantaneous
   Saving Throw: None
   Spell Resistance: No
   
   When laying your hand upon a creature, you channel energy that cures 3d8 points of damage +1
   point per caster level (maximum +15).
   Cleanse the Blood
   Components: V, S,
   Casting Time: 1 standard action
   Range: Touch
   Target: Creature touched
   Duration: Instantaneous
   Saving Throw: None
   Spell Resistance: No
   
   Cleanse the Blood cures all diseases, or ailments and removes any poison that the subject is suffering from.
   The spell also kills parasites, including green slime and others.
   Certain special diseases, ailments, or poisons may be countered only by a caster of a certain level or higher.
   You don't have to pay The Price
   Blood Rush
   Components: V, S,
   Casting Time: 1 action
   Range: Personal
   Target: Caster
   Duration: 10 minutes/level
   
   The caster causes their heart to beat incredibly fast, forcing an adrenaline surge.
   The caster gains a +2 enhancement bonus to Strength, Constitution, and Dexterity.
   The caster's existing spell resistance improves by +2.
   You don't have to pay The Price


4th—

   Critical Blood Transfusion
   Components: V, S,
   Casting Time: 1 standard action
   Range: Touch
   Target: Creature touched
   Duration: Instantaneous
   Saving Throw: None
   Spell Resistance: No
   
   When laying your hand upon a creature, you channel energy that cures 4d8 points of damage +1
   point per caster level (maximum +20).
   Bleeding Ricochet
   Components: V, S,
   Casting Time: 1 standard action
   Range: Medium (100 ft. + 10 ft./level)
   Target: One Creature
   Duration: Instantaneous
   Saving Throw: None
   Spell Resistance: No
   
   The caster makes a ranged touch attack against a foe, launching needles formed of blood in their direction.
   These needles deal 2d6+2 untyped damage each, you launch two needles per four caster levels, (4 at 8, 6 at 12, etc...)
   each pair of needles requires a ranged touch attack to hit.
   The needles then arc to a number of secondary targets equal to your caster level.
   Each arc affects up to one secondary target chosen by you, all of which must be within 30 feet of the primary target,
   these arcs deal half damage.
   Tides of Blood
   Components: S
   Casting Time: 1 standard action
   Range: Long (400 ft. + 40 ft./level)
   Area: 40-ft.-radius spread
   Duration: Instantaneous
   Saving Throw: Reflex Partial (see text)
   Spell Resistance: No
   
   You draw blood from everyone in a 40' radius, dealing 1d8 per 2 caster levels, which quickly pools up into a floating sphere.
   The sphere quickly explodes in a 40' radius dealing 1d6 per 2 caster levels (Reflex for half damage on the explosion)
   Blood Orb
   Components: V, S,
   Casting Time: 1 standard action
   Range: Close (25 ft. + 5 ft./2 levels)
   Effect: Orbs of acid
   Duration: Instantaneous
   Saving Throw: See Text
   Spell Resistance: No
   
   Orbs of blood about 3 inches across shoot from your palm at their targets, dealing 1d8 points of acid damage.
   
   You must succeed on a ranged touch attack for each orb to hit your target(s).
   
   For every caster level beyond 1st, you launch an additional orb. 
   A creature struck directly takes the orb's damage and becomes nauseated from the orb's noxious fumes for 1 round.
   A successful Fortitude save negates the nausea.
   If you miss, the blood splashes in a 10-foot burst, dealing 2 points of damage.
   A successful Reflex reduces splash damage by half.
   Rain of Blood
   Components: V, S
   Casting Time: 1 standard action
   Range: Medium (100 ft. + 10 ft./level)
   Area: Cylinder (20-ft. radius)
   Duration: Instantaneous
   Saving Throw: Reflex Half
   Spell Resistance: No
   
   With a scream, blood rains down from the heavens, burning holes in whatever it touches.
   The blood deals 1d4 points of acid damage and 1d4 points of fire damage per caster level (maximum 30d4)
   to each creature in the area.
   Bloodied Defender
   Components: V, S
   Casting Time: 1 standard action
   Range: Personal
   Target: You
   Duration: 1 round/level
   
   The caster's blood seeps from their pores, encasing themselves in a protective shell, gaining an armor bonus equal to the amount of bleed damage you've taken while this spell has been active.
   You can breathe and cast spells as normal. Any creature striking you deals normal damage, but at the same time the attacker takes 2 points of acid damage per caster level (maximum 30 points).
   Reach weapons, such as longspears, do not endanger their users in this way. The acid sheath does not protect you against other attack forms, such as fire.
   
   If you are in a grapple, other creatures in the grapple takes acid damage once per round at the beginning of their turn.
   
   Any spell you cast during this spells duration deals an extra 1 point of damage, or healing per die.


5th—

   Blood Circle
   Components: V, S
   Range: 80 ft
   Area: Cone shaped Burst
   Duration: Instantaneous
   Saving Throw: Reflex half
   
   The caster throws a miniature scythe made of blood to an area, which grows rapidly, spinning as it does so.
   The scythe passes through inorganic material harmlessly, but slicing through everything else with ease.
   Dealing 1d4 slashing and force damage per caster level (Max 15d4 each)
   Fatal Attraction
   Components: V, S
   Range: Personal
   Area: 40 ft radius
   Duration: Instantaneous
   Saving Throw: Fortitude save
   
   The caster charges their blood, and the blood of the enemies surrounding them. Causing them to attract. All enemies must make a Fortitude save or helplessly move up to 30' towards the caster,
   provoking attacks of opportunity as normal. Enemies who collide with terrain or each other take 1d8 bludgeoning per 5 ft traveled and stop, ending in the last unoccupied square they were in.
   Fliers caught in the spell become grounded.
   Mass Transfusion, Light
   Components: V, S,
   Casting Time: 1 standard action
   Range: Close (25 ft. + 5 ft./2 levels)
   Target: One creature/level, no two of which can be more than 30 ft. apart
   Duration: Instantaneous
   
   You channel energy which that cures 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature

6th—<-spells, spells, spells->

7th—<-spells, spells, spells->

Table: <-class name-> Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th


Blood Reave (Ex): When a Blood Reaper's Scythe hits an enemy it draws blood from the flesh coating it's blade, causing it to do an extra 1d6 for the next 5 rounds (this ability does not stack with itself or with the spell "Blade of Blood", however any hit that would activate Blood Reave causes the duration to reset itself.) When Blood Reave is active, you may choose to have spells you cast shorten the duration of Blood Reave for up to one round per level to avoid any bleeding caused by the Blood Reaper's casting, and Blade of Blood will use any blood already on the blade instead of requiring you to take damage to deal the 3d6 Any creatures that are immune to bleeding do not activate this ability.

Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.

Grim Macabre (Ex): At third level you emanate dismay to any who try to harm you causing them to waver. You get a deflection bonus to your AC equal to your Charisma modifier.

Death's Reach: When wielding a scythe you may treat it as a reach weapon while still using it against an adjacent foe.

Quick Cast: Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less.

Spell Power (Ex): Starting at 6th level, you can more easily overcome the spell resistance of any opponent. You gain a +2 bonus on your caster level check to overcome spell resistance. This bonus increases to +3 at 11th level, to +4 at 16th level, and to +5 at 18th level.

Sanguine Recital (Su): As a full round action you may choose two targets within 10ft. (including yourself) and exchange their lifeforce. (Their current health swaps) if a target would gain more current health than it's total, that amount is instead used to heal another target within 30 ft. Any amount past their max is turned into blood spikes and collapses onto you, dealing 1d4 per 10 health unused. (under 10 just splatters on the ground harmlessly) (Example, level 4 Barbarian max health 52 at full health, and a level 3 Fighter max health 36 at full health, are targeted, The Barbarian now has 36 health, the Fighter has 36 health, and a third party, a level 5 wizard max health 25 at 6 health gets healed for 16 and is now at 22).

Any creatures that are immune to bleeding are immune to this ability.

You must pay the price

Any unwilling targets must make a successful fortitude save to resist. (For all instances aside from spell slots, treat this as a spell of the highest level the Blood Reaper is able to cast)

Blood Hound (Sp): At level 10 a Blood Reaper may summon a medium hound made entirely out of blood, at level 15 you may summon a large Blood Hound. The Reaper and the hound share a telepathic bond. Summoning a Blood Hound takes three hours and you take 3d10 (4d12 to summon the large Blood Hound) damage per hour, requiring a Concentration DC equal to the damage taken to continue, if you fail you must wait a minimum of 8-hours before restarting the summon.

   Size/Type: Medium Magical Beast
   Hit Dice: 8d10+16 (60hp)
   Initiative: +5
   Speed: 50 ft.
   Armor Class: 25 (+5 Dex, +10 natural), touch 15, flat-footed 20
   Base Attack/Grapple: +8/+17
   Attack: Bite +14 melee (1d8+5)
   Full Attack: Bite +14 melee (1d8+5) and 2 Claws +13 melee (1d4+5)
   Space/Reach: 5 ft./5 ft.
   Special Qualities: Darkvision 60ft, Low-light vision, scent
   Saves: Fort +8, Ref +11, Will +7
   Abilities: Str 20, Dex 20, Con 14, Int 12, Wis 12, Cha 8
   Skills: Hide +20, Listen +12, Spot +12, Move Silently +20, Survival +12, Scent +16
   Feats: Track, Weapon Focus (Bite), Improved Natural Weapon (Bite), Evasion, Combat Reflexes, Improved Grapple


   Size/Type: Large Magical Beast
   Hit Dice: 12d10+54 (120hp)
   Initiative: +5
   Speed: 50 ft.
   Armor Class: 30 (+5 Dex, +16 natural, -1 Size), touch 14, flat-footed 25
   Base Attack/Grapple: +12/+30
   Attack: Bite +22 melee (2d6+10)
   Full Attack: Bite +22 melee (2d6+10) and 2 Claws +21 melee (1d6+10)
   Space/Reach: 10 ft./5 ft.
   Special Qualities: Darkvision 60ft, Low-light vision, scent
   Saves: Fort +12, Ref +13, Will +9
   Abilities: Str 30, Dex 20, Con 18, Int 12, Wis 12, Cha 8
   Skills: Hide +20, Listen +16, Spot +16, Move Silently +24, Survival +16, Scent +20
   Feats: Track, Weapon Focus (Bite), Improved Natural Weapon (Bite), Improved Evasion, Combat Reflexes, Toughnessx2, Improved Grapple

Sweeping Blade: You may forego any extra attacks to make a single attack at your highest base attack bonus to all enemies within your reach, this applies any bonus damage or bonus to hit to all enemies. (If blood reave is not currently activated then the first enemy hit activates it and all other enemies hit take the extra damage)

Caustic Blood (Su): Any time you're hit by a melee attack, Blood sprays at the attacker dealing 2d6 acid damage.

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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