Blood Wraith (5e Class)

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Blood Wraith[edit]

An elf rises from the corpses of the fallen human scouting party to the sight of a large squadron heading her way. She grins as spears of blood spring forward from her previous victims and into the ranks of soldiers.


This class was inspired by a desire to bring more blood-based abilities into the game but in more unconventional ways. In addition, the Chinoke Clan from Naruto. For similarities to this universe, I take no credit.

Creating a Blood Wraith[edit]

A Blood Wraith at full strength.

How did you get your powers? How did they manifest? Do you wish to care for your allies or feast on the blood that falls from their veins?

Quick Build[edit]

Blood Wraiths are at their most powerful when they have fountains of blood around them. Sometimes you may be lucky enough to have some around or your allies have done the work. If not, you're going to have to do it yourself. Your enemies are normally a good choice, but even the blood in your own body is a force unto itself. You can make a Blood Wraith quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Acolyte (or Hermit if you wish) background.

Class Features

As a Blood Wraith you gain the following class features.

Hit Points

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


Armor: Light Armor
Weapons: Simple and Martial Weapons that deal Slashing Damage only
Tools: Herbalism kit and Poisoner's kit
Saving Throws: Consitution and Dexterity
Skills: Choose three from: Sleight of Hand, Medicine, Survival, Intimidation, Acrobatics, Nature and Investigation


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

  • (a) 1 Glaive and 1 Dagger or (b) 2 Scimitars
  • 20 Throwing Knives (1d4 Slashing, Finesse, thrown (15/60)
  • (a) Posioner's kit or (b) Herbalism kit
  • Explorer's pack
  • Leather Armor
  • If you are using starting wealth, you have 1d8 x 10 gold in funds.

Table: The Blood Wraith

Level Proficiency
Features Blood Weapon Rolls BW Attack bonus
1st +2 Tribute of Life, Red Veneer, Innate Blood 1d4 -
2nd +2 Iron Renewal 1d4 -
3rd +2 Blood Attunement 2d4 -
4th +2 Ability Score Improvement, Choose your Path 2d4 -
5th +3 2d4 +1
6th +3 Sadist's Lance 2d6 +1
7th +3 <!-Class Feature2-> 2d6 +1
8th +3 Ability Score Improvement 2d6 +1
9th +4 <!-Class Feature2-> 2d6 +1
10th +4 <!-Class Feature2-> 2d8 +2
11th +4 <!-Class Feature2-> 2d8 +2
12th +4 Ability Score Improvement 2d8 +2
13th +5 Taste of Life 3d6 +2
14th +5 <!-Class Feature2-> 3d6 +2
15th +5 <!-Class Feature2-> 3d6 +3
16th +5 Ability Score Improvement 2d10 +3
17th +6 <!-Class Feature2-> 2d10 +3
18th +6 <!-Class Feature2-> 2d10 +3
19th +6 Ability Score Improvement, <!-Class Feature2-> 3d8 +4
20th +6 <!-Class Feature2-> 3d8 +4

Blood Save DC[edit]

For abilities involving blood, unless specified otherwise, the Blood Save DC = 8 + Con mod + Dex Mod.

Certain abilities will grant effects from the Blood Weapon section of the table. This consists of additional Necrotic Damage (the dice rolls as indicated) or bonuses to attack rolls. All abilities that rely on blood being spilt from a target do not any effect on Constructs or Undead.

Tribute of Life[edit]

If there are no fresh corpses around, then you're going to have to do the bleeding yourself. As an action, you can deal necrotic damage to yourself equal to half your total hit points. This causes a pool of blood to form around your feet. The radius of this pool is 10ft for every 15 health lost (rounded down). This pool is classed as difficult terrain for all creatures except for yourself and when a character attempts to sprint or dash, they must make a Dex save (DC 10) against slipping and falling over. This pool is always centered on you and moves with you. The pool lasts a maximum of 4 rounds (Not including the round it is created) and can be canceled with a bonus action. At the end of your 4th turn since activating it, it seeps into the ground and disappears, leaving a large, bright red stain.

The amount of health lost multiplied by 1.5 creates a number of Blood Points that must be used in order to use certain abilities later on. When the pool is canceled or otherwise disappears, you regain health equal to a third of the remaining blood points (rounded up) as the blood nearest you seeps back into your body. This health return increases to one-half at level 8 and three-quarters at level 15.

This ability can be used a number times equal to your Constitution modifier per long rest.

Innate Blood[edit]

Blood is the true giver of life and very little can compare. A Blood Wraith is best healed by the ingestion of fresh blood or blood that is stored in a vial that is not from a Blood Wraith. When out of combat, if Blood Wraith ingests blood, they heal 2d6 health. If you consume Health Potions or other ingestible healing objects such as the berries created by Goodberry, you must take a con only have half the strength (so two berries must be consumed to gain the effects of 1). This can be used a number of times equal to your Constitution modifier per long rest.

Red Veneer[edit]

The weaponization of blood is the bread and butter of Blood Wraiths. Their natural affinity for the iron liquid grants them the ability to use it as they please. From the first level, whenever you deal slashing damage to a living creature, you cause the target to bleed slightly. As a bonus action, you can draw out some of this blood and use it to coat the blade of the weapon that dealt the damage. Until the end of your next two turns, you gain the benefits on the Blood Weapon column for that weapon. You can also deal the damage of your weapon to yourself in order to coat your blade as necrotic damage that cannot be reduced. You cannot coat the same weapon again until the two rounds are finished.

You also gain the Dual Wielder feat.

Iron Renewal[edit]

Blood Wraiths pull sustenance from their victims as a means of survival. With this in mind, whenever you kill a target with either a melee or blood weapon attack, you can use your bonus action to move to their corpse (Provided it is within your range of movement and lifting capacity) and drain it of its blood to heal yourself. Doing so requires direct contact with the body with either a hand or blood weapon and maintaining concentration (Con Save DC 15 on damage) until the start of your next turn (you cannot use your reaction). If you successfully maintain contact and concentration, you heal for an amount depending on the size of the target:

  • Tiny: 1d4
  • Small: 1d6
  • Medium: 1d8
  • Large: 1d10
  • Huge: 1d12
  • Gargantuan: 1d20

You gain an additional dice of healing at levels 6, 10, 14 and 18 up to a maximum of 5d8 (if the target was medium sized) at level 18 and higher.

Blood Attunement[edit]

Blood Wraiths can sense spilled blood within a radius of 150ft. Magical barriers can block this sensing. If unblocked, the Blood Wraith knows the exact quantity and location of the spilled blood until it leaves the radius or the Blood Wraith chooses to ignore it.

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.

Choose your Path[edit]

Starting from level 4, the world of Blood Wraiths splits in two like the blood vessels of their prey. Choose to either become a Hemolord, a warrior who uses blood to improve their close range abilities, or a Crimson Tide, a morpher and artist in the art of thriving blood. You gain additional class options at levels 9, 13 and 18.

Red Glare[edit]

By dealing 1d6 necrotic damage to yourself you gain temporary proficiency (expertise if you are already proficient) in Intimidation Checks for 1 hour as your eyes go a shade of red and blood trickles from your eyes.

Sadist's Lance[edit]

Coating weapons is alright...I guess...but what about making blood dangerous?

From level 6, you can spend 10 Blood Points to form a liquid spear out of blood and launch it at your enemies. As an action, make a ranged attack against one target. This ability deals damage as a weapon but is counted as a spell whilst traveling. This ability gains the benefits of the blood weapon columns with base attack modifier of your dex mod and base damage of 2d8 piercing damage. The spear is considered to be flowing like water during its movement.

If this ability hits, you can use this again as a bonus action to attack another target within 10ft of your first target. This deals only the damage in the Blood Weapon column.

Cube of Blood[edit]

<!-Consolidating the blood in the surrounding area the blood sphere grows 1 Square foot per fresh corpse in the nearby area. You can expend 1d4 hit points to create this sphere at 1 foot squared. This orb can be used as a source for other Blood attacks. When used to encapsulate an enemy it is a 16dc + Spell modifier check for escape. It does 2d4 crushing damage.


<!-Class feature game rule information->

<!-Class Feature2->[edit]

<!-Class feature game rule information->

Taste of Life[edit]

The essence of all life is ultimately the movement of the blood through its body. If a Blood Wraith ingests the blood of a creature in liquid form within 4 hours of the blood leaving its owner, they learn what the creature is, its alignment and its age.

<!-Class Feature2->[edit]

<!-Class feature game rule information->


Hemolords are the masters of manifesting their powers to buff themselves and their allies with the waves of blood from the slain.

When you take this path, your Blood Pool no longer counts as difficult terrain for targets you specify and the radius increases to 15ft per 15 health lost.


At level 4, you can deal 1d8 necrotic damage to yourself during initiative rolls to allow a layer of blood to coat your body and to increase AC equal to half your Constitution modifier (rounded down). This AC bonus lasts until you are out of combat and can be used twice per long rest.

Universal Donor

At 9th level, you gain the ability to share your Hemoshield with your allies. As an action, can spend 10 Blood Points per target inside your Blood Pool and then take 1d8 necrotic damage per target to grant those targets additional AC to half your Constitution modifier with a layer of blood coating their bodies.

Tidal Force

Up close and personal is where you love to be and it's always YOUR territory. At 13th level, as a bonus action with your blood pool active, you can make the blood in a 15ft cone flat to the ground ripple and churn, forcing them to make a dex saving throw against your blood DC. The saving throw is made with disadvantage if they are within 5ft of you.

On a failure, they take 2d6 bludgeoning damage and are knocked prone, dropping objects that are in their hands (if able). On a success, they take 1d4 bludgeoning damage and are not knocked prone.

If a prone target that is treating your blood pool as difficult terrain attempts to stand up, it must make an Acrobatics check (DC 12) to do so. On a failure, they take 1d4 bludgeoning damage and fall prone again.

<!-Class Feature->

<!-Class feature game rule information->

Crimson Tide[edit]

Drawing those red rivulets from the flesh of your enemies is good an all, but let's put all that blood to good use huh?

When you choose this path, any slashing damage or blood weapon damage that you cause to enemies inside your blood pool increase the number of available blood points by a quarter (rounded down) of the damage dealt. Your blood pool also lasts up to 6 rounds.

Living Restraints

From 4th level, whenever you deal slashing damage or damage blood weapon damage to a target in your blood pool, you can force the target to make a constitution saving throw against your blood save DC. On a fail, the target has disadvantage on its next non-spell attack as the blood you split constricts its movement.

You can use this a number of times equal to your Constitution modifier per long rest.

Red Scythe

From 9th level, by spending 25 blood points you form 2 scythe blades from the blood on the ground. You target a location inside your blood pool and they are created there suspended in mid air by thin strands of blood attached to the pool. These scythes take three turns before collapsing back into the pool.

During your turn, you can direct the blades to move anywhere inside the radius of your blood pool and perform a melee attack. The attack roll gains your proficiency, dex mod and blood weapon table advantages. The base damage is 2d8+4 slashing. These blades can be dismissed as a bonus action and have the following characteristics:

  • AC:14
  • Health:10
  • Vulnerabilities: Fire, Cold
  • Resistance: Acid, Necrotic, Slashing
  • Immunities: Piercing, Bludgeoning, mental manipulation (Charm, Fear, etc.)
  • Saves: The scythes share the same strength, dexterity and constitution saves as you, but have -2 to intelligence, wisdom, and charisma.
<!-Class Feature->

<!-Class feature game rule information->

Fountain of Death

Past level 18, your abilities have reached the point where you control the very soul of blood.

After dealing slashing damage or damage with a blood weapon and by spending 100 blood points, you can cause the target to make a constitution saving throw (DC = 15 + Con mod + proficiency bonus). On a failure part of your own blood enters into the body of your target. Once this has happened, the target heals for the damage it just took from you. On its next turn, it must move towards a target or place of your choosing and cannot take any other actions. At the end of the first turn, it repeats the roll with the same DC. On a success, it regains control over its movement and body and is immune for the next 24 hours. On a failure, it takes half of its current health as necrotic damage. On the second turn it repeats the roll first and on a success becomes immune and regains control. On a failure, it moves again towards its target and it explodes, releasing a torrent of blood and spears formed from its own blood. It takes damage equal to the rest of its health and all creatures within a 30ft radius must make a dex save throw (DC 20). On a failure take 8d10 piercing damage and 4d10 necrotic damage and also be affected by Living Restraints. On a success, take half and no effect from Living Restraints.

This can only be used once between long rests. This ability also causes the blood pool to disappear without the ability to regain any health from the left over points. Constructs and Undead are immune to this ability.

Master of puppets[edit]

Every creature has blood and as it is, you are the master of blood. Your ability to control blood is unparalleled by any other


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

  • Constitution 14
  • Dexterity 14
  • Have been affected by magic that has affected or targeted your blood.

Proficiencies. When you multiclass into the Blood Wraith class, you gain the following proficiencies:

  • Simple and Martial Slashing Weapons
  • Herbalism kit or Poisoner's kit

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