Bloodguard (5e Class)

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This material is published under the OGL


A Vampire Lord bids a servant of the night to terrorize a village below his castle. Sworn to obey, they take to a steed and ride cowled all in black. The Old God of Blood demands a sacrifice out of his Knights through a well-stained chalice. They pour the blood of their victims into it and drink it gladly, for it feeds their master. Bloodguards are the cursed knights of unholy or vicious masters; they are burdened with dark purpose and use overwhelming strength and unholy magics to meet their ends. Whether your Bloodguard seeks to serve a public good or adheres to the nature of the dark, they are defined by the ruthlessness bestowed to them by supernatural and unworldly beings.


This power comes at a price, however. Covenants taken by a patron--be them fiend, undead, aberration or even divine-- require a constant tribute. It is also under the patrons discretion to issue Decrees, tenants of the Covenant that they must obey or risk the Covenant's absolution. No powers come from such breakings, for betrayers either clutch at the shadows of their former selves or are hunted down swiftly by other agents of that patron.

Class Features

As a Bloodguard you gain the following class features.

Hit Points

Hit Dice: 1d10 per Bloodguard level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Bloodguard level after 1st


Armor: All armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Strength
Skills: Choose two from Acrobatics, Athletics, Intimidation, Medicine, Perception, Persuasion, and Survival


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

Table: The Bloodguard

Level Proficiency
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Bloodlust
2nd +2 Fighting Style, Spellcasting, Bloodsense 2
3rd +2 Blood Covenant 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Cull 4 2
7th +3 Blood Covenant feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Warrior's Challenge 4 3 2
11th +4 Improved Bloodlust 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Face of Death 4 3 3 1
15th +5 Blood Covenant feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Crimson Tempest feature 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Blood Covenant feature 4 3 3 3 2


You hunger for the blood and it's power. As a bonus action on your turn, you can enter into a bloodlust. While bloodlusting, you gain advantage on Constitution saving throws and saving throws against all Charm effects as the blood burns all foreign influences from your body.

The bloodlust lasts for 1 minute and you can enter into it once for every bloodguard level you are. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your bloodlust on your turn as a bonus action. In addition, when you roll a natural 20 on an attack roll you gain a number of temporary Hit Points equal to your proficiency bonus + your Wisdom modifier + your bloodguard level.

At 10th level, while bloodlusting, if you roll a natural 19 it counts as a critical hit

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.


While you are wearing armor, you gain a +1 bonus to AC.

Great Weapon Fighting

When you roll a 1 or 2 on a 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 the second attack.


By 2nd level, you have learned to draw on unholy magic through dark contemplation to cast spells.

Preparing and Casting Spells

The Bloodguard table shows how many spell slots you have to cast your spells. To cast one of your bloodguard spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of bloodguard spells that are available for you to cast, choosing from the bloodguard spell list. When you do so, choose a number of bloodguard spells equal to your Wisdom modifier + half your bloodguard level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level bloodguard, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of bloodguard spells requires time spent in contemplation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a cursed symbol as a spellcasting focus for your bloodguard spells.


Starting at 2nd level, through your eldritch bond, you gain the ability to sense the blood of your prey. You gain advantage on Wisdom (Survival) checks to track down foes and Charisma (Intimidation) checks on enemies that are at half of their Hit Point Maximum (Wounded).

Blood Covenant[edit]

By 3rd level, the essence of your patron coursing through your veins can be bent to your will. You may now choose a Blood Covenant as the final step to show your dedication to the power of your patron. Each requires different sacrifices or tributes according to your patron. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include Blood Covenant spells. You may use these once per long rest.

Covenant Spells

Each covenant has a list of associated spells. You gain access to these spells at the levels specified in the covenant description. Once you gain access to a covenant spell, you always have it prepared. Covenant spells don't count against the number of spells you can prepare each day. If you gain a covenant spell that doesn't appear on the bloodguard spell list, the spell is nonetheless a bloodguard spell for you.

Blood Covenant features

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.

Extra Attack[edit]

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


Starting at 6th level, once per long rest, you can spend one spell slot as an attack action on your turn, voluntarily taking 10 - Your Constitution modifier of piercing damage to teleport 30 feet in a direction of your choosing. A blade of crimson blood appears between your weapon and your previous position after teleporting. All creatures within this line must make a Dexterity saving throw or take 2d8 piercing damage for a 1st-level spell slot, plus 1d8 piercing damage for each spell level higher than 1st, to a maximum of 5d8 piercing damage in addition to the weapon's damage. Targets that succeed take half damage.

Use your spell save DC as your Dexterity saving throw DC.

Warrior's Challenge[edit]

At 10th level, as a bonus action, you level your weapon at a target of your choosing within 60 feet of you and challenge them to face you in single combat. To the target, the world seems to grow red and indistinct around them, leaving just you and the target in focus.

The target has disadvantage on all attacks on any creature besides you for a number of rounds equal to your maximum spellcasting level and then the condition fades.

You can use this ability once per long rest.

Face of Death[edit]

Starting at 14th level, as an action, you can call upon the visage of your terrible power to frighten a Large or smaller creature within 10 feet of you.

The target must succeed on a Wisdom saving throw or be frightened for a number of rounds equal to your Wisdom modifier. The frightened creature has disadvantage on all ability checks and attack rolls while the source of its fear is within line of sight. The creature also can't willfully move closer to the source of it's fear.

The condition ends when you or the creature go unconscious or when it takes damage.

Fear check DC is equal to your spell save DC.

At 18th level, the range of this ability increases to 30 feet.

Crimson Tempest[edit]

At 18th level, as a bonus action on your turn, for 1 minute the power of the Blood accelerates your body to unnatural limits, almost seeming to make time slow down as you become hyperaware of every drop of blood, every bead of sweat, and every swing of a blade.

You gain regeneration equal to your Constitution modifier, a +1 bonus to AC, a +1 bonus to all saving throws, and are able to move an additional 15 feet on your turn.

Every enemy that starts its turn adjacent to you during the quickening takes damage equal to your Wisdom modifier and is slowed until the end of its turn, as long as you are able to make opportunity attacks. When you come down from this invigoration, you suffer 1 point of exhaustion until you take a long rest.

You can use this ability once per long rest.

Blood Covenants[edit]

These are the pacts you take with the patron of your choice. Its very words are etched into your psyche and your very body, transforming you into a juggernaut of death and woe. Each pact requires tribute, growing as you grow in power. You must prove that you are the one to take this covenant, and you shall through the bodies, blood, and terror you sow into your master's enemies.

Covenant of Domination[edit]

Your masters feed on raw emotion from mortals, the most delicious being utterterror. Spread their influence wide by sowing hysteria and controlling the weak-willed. This Covenant must be satisfied twice each week, in which you invoke hysteria on an increasing number of people each milestone.

Covenant Spells

You gain covenant spells at the bloodguard levels listed.

Covenant of Domination Spells
Bloodguard Level Spells
3rd command, dissonant whispers
5th hold person, crown of madness
9th fear, slow
13th phantasmal killer, dominate beast
17th geas, dominate person

Starting at 3rd level, your mind awakens to a greater terrible power. As a reaction, you can briefly confuse a target within 15 feet of you to divert an attack away from you onto the nearest creature within melee combat range of you. If there are multiple creatures within melee combat range of you, the target chooses which one to attack. You can do this a number of times per day equal to your Wisdom modifier.

Disorienting Blast

Beginning at 7th level, you gain the ability to immobilize your enemies with your mind. As an action, you can point at a target within 10 feet of you, commanding them to remain still. You deal 2d6 + half your bloodguard level, rounded down, of psychic damage on a failed save and half on a successful one.

Indomitable Mind

Starting at 15th level, your mind is a steel trap, no foreign influence can touch it. You can't be charmed and should a creature attempt to charm you, they instantly take your Wisdom modifier + your bloodguard level of psychic damage as entering your mind for but a moment is excruciatingly painful.

Ancient One's Call

At 20th level, your mind has ascended past mortal understanding to that of the gods. Your very gaze mesmerizes foes into doing your bidding. Once per long rest, on an initiative check of 10 or above, you can instantly use a free action to bend the will of a creature within 50 feet of you (Wisdom saving throw), moving them up to 10 feet in any direction of your choosing. The target cannot make opportunity attacks during this movement and should the affected target willingly move closer to you on their next turn, they take 8d6 psychic damage.

Covenant of Wrath[edit]

The very thought of those that live beyond your master's will angers you to the point of a blinding rage. The carnage you reap will only satisfy your patron by the raw vigor and fury that you build with each life you take. Never let the blood in your veins cool, or risk climbing the echelons of your unworldly rage once again.

Covenant Spells

You gain covenant spells at the bloodguard levels listed.

Covenant of Wrath Spells
Bloodguard Level Spells
3rd wrathful smite, armor of agathys
5th blur, shatter
9th haste, blink
13th staggering smite, fabricate
17th flame strike, destructive wave
Weapon Bond

Starting at 3rd level, you learn a ritual that creates a magical bond between yourself and one to two weapons. You preform the ritual over the course of 1 hour, which can be done during a short rest. The weapons must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can only ever have one weapon bonded to you at a time. If you attempt to bond to another weapon, the previous bond breaks.

At 15th level, you gain the ability to make your blade of blood your second bonded weapon. When you do, should an enemy be freshly injured and if you haven't summoned the blade yet, make a melee attack. Should you then hit, they must succeed on a Constitution saving throw or have their blood drawn from them to form the blade, dealing 2d6 piercing damage + half your bloodguard level, rounded down, and instantly attack them.

Blade of Blood

Beginning at 7th level, through the power of the Blood, you gain the ability to voluntarily take 2d6 - your Constitution modifier of piercing damage on your turn as a bonus action, summoning a blade of blood. It lasts for 1 minute. The blade deals 2d6 + Wisdom modifier + half your bloodguard level rounded down of slashing damage and is considered magical.

You can summon the blade a number of times per day equal to your maximum spellcasting level.

Once you reach 19th level, you gain the following feature:

- Should you roll a natural 1 on an attack with this weapon, reroll and should you then hit and if the target is considered Large or smaller, instantly skewer the target upon your blade as the Blood unnaturally accelerates your body, brings you back from the brink of failure.

The target is considered Grappled, meaning their speed becomes 0 and the target can't benefit from any bonus on speed. The target must make an opposing Strength or Dexterity check (targets choice) to escape on their turn. The condition ends at the end of your next turn should they fail their saving throw.

At 11th, 15th, and 19th level, deal an extra 1d6 slashing damage.

Dark Shroud

Starting at 15th level, as a bonus action, you gain the ability to shroud your skin in a red mist, making you harder to hit. The invocation lasts for 1 minute, and when activated, you gain a +2 to AC and the ability to Disengage as a bonus action.

Eldritch Horror

At 20th level, your patron has gifted you with his terrible hunger. When you are considered bloodied (half of your Hit Point maximum), you can use your action to transform into an eldritch horror. For 1 hour, you gain the following benefits:

- Bloodsucking razor mouthed tentacles sprout from your back and grant you 2 extra attacks per turn, draining the very blood from their bodies. The tentacles have a range of 15 feet and attacks act similar to the spell Vampiric Touch.

- You emanate an aura of horror in a 20-foot radius. The first time an enemy creature enters the aura or starts its turn there, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes damage. Attack rolls against the frightened creature have advantage.

Covenant of Ichor[edit]

Take an pact with your patron to devour the life force of mortals. Feed your master or mistress with the blood of those you slay in their name. Be it a goblet, chalice or mug, drink of the crimson and feel your power grow.

Covenant Spells

You gain covenant spells at the bloodguard levels listed.

Covenant of Ichor Spells
Bloodguard Level Spells
3rd false life, find familiar
5th ray of enfeeblement, mirror image
9th speak with dead, vampiric touch
13th blight, dimension door
17th raise dead, contagion
Unrelenting Vigor

Starting at 3rd level, you gain the ability to refresh some of your exhausted spells on a short rest. You can choose a number of expended spell slots equal to or less than half of your bloodguard level, rounded up, to replenish.

Blood Thrall

Beginning at 7th level, you have learned how to raise the dead to do your bidding. Add the animate dead spell to your known bloodguard spells. You can call upon the blood of your fallen foes and bend them to your will. As an action, you can use either two 2nd level spell slots or one 3rd level spell slot to cast the animate dead spell and can target one additional corpse, creating another undead as appropriate. You cannot cast this spell on any creature that does not have blood.

Whenever you create a thrall using a blood covenant spell, it has additional benefits:

- The creature's hit point maximum is increased by an amount equal to your bloodguard level.

- Whenever the creature uses the Bite attack to deal damage to an enemy which has blood flowing through it's veins, the summoner heal hit points equal to it's proficiency modifier.

Otherwise, the Blood Thrall has the same stats as a zombie or skeleton, whichever is applicable.

Aura of Death

Starting at 15th level, your command over death is so fast, you can use the very blood of your foes to create an aura of death around you. Once per long rest, if you kill a living creature with blood in their veins, you can choose to drain them of blood and keep about you a red mist that suffocates all enemies who enter into melee combat range with you. The aura deals your Wisdom modifier of necrotic damage for 1 minute or until you end the invocation as a bonus action.

Elder Summoner

At 20th level, you have been gifted with supreme control over life itself. Every living creature within 20 feet of you must make a Constitution saving throw or take 8d10 necrotic damage on a failed save, half as much damage on a success. In addition, those that failed their saving throw also become frightened for 1 minute or until they take damage.

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