Bloodweaver (3.5e Class)
From D&D Wiki
Channeling their life force, these strange warriors fight using their magically enhanced blood to destroy their enemies and help their allies.
- 1 Bloodweaver
- 1.1 Making a Bloodweaver
- 1.2 Campaign Information
Making a Bloodweaver
Bloodweavers are good for filling in the gaps in a party with their wide variety of abilities. However, they are not as effective at each individual ability as a specialist would be.
Races: Any Humanoid
Alignment: Any Non-lawful
Starting Gold: 3×10 gp
Starting Age: Moderate
|Saving Throws||Special||Base Temporary HP|
|1st||+0||+2||+0||+1||Bloodsense 15 ft., Uncanny Blood Reserves, Blood Blade x1, Blood Bolt x1, Blood Casting||5|
|2nd||+1||+3||+0||+1||Blood Runecasting x1 / day, Blood Binge x1 / day||10|
|3rd||+2||+3||+1||+2||Sanguine Storm x1 / day, Blood Barrier x1 / day||15|
|4th||+3||+4||+1||+2||Bloodwalk x1 / day, Blood Boost x1 / day||20|
|5th||+3||+4||+1||+3||Bloodsense 30 ft., Blood Blade x2, Blood Bolt x2||25|
|6th||+4||+5||+2||+3||Blood Runecasting x2 / day, Blood Binge x2 / day||30|
|7th||+5||+5||+2||+3||Blood Barrier x2 / day||35|
|8th||+6/+1||+6||+2||+4||Bloodwalk x2 / day, Sanguine Storm x2 / day, Blood Boost x2 / day||40|
|9th||+6/+1||+6||+3||+4||Blood Wave x1 / day, Blood Blade x3, Blood Bolt x3||45|
|10th||+7/+2||+7||+3||+5||Bloodsense 45 ft., Blood Runecasting x3 / day, Blood Binge x3 / day||50|
|11th||+8/+3||+7||+3||+5||Blood Barrier x3 / day||55|
|12th||+9/+4||+8||+4||+6||Bloodwalk x3 / day, Blood Boost x3 / day||60|
|13th||+9/+4||+8||+4||+6||Sanguine Storm x3 / day, Blood Blade x4, Blood Bolt x4||65|
|14th||+10/+5||+9||+4||+6||Blood Runecasting x4 / day, Blood Wave x2 / day, Blood Binge x4 / day||70|
|15th||+11/+6/+1||+9||+5||+7||Bloodsense 60 ft., Blood Bomb x1 / day, Blood Barrier x4 / day||75|
|16th||+12/+7/+2||+10||+5||+7||Bloodwalk x4 / day, Blood Boost x4 / day||80|
|17th||+12/+7/+2||+10||+5||+8||Blood Blade x5, Blood Bolt x5||85|
|18th||+13/+8/+3||+11||+6||+8||Blood Runecasting x5 / day, Sanguine Storm x4 / day, Blood Binge x5 / day||90|
|19th||+14/+9/+4||+11||+6||+8||Blood Wave x3 / day, Blood Barrier x5 / day||95|
|20th||+15/+10/+5||+12||+6||+9||Bloodsense 75 ft., Bloodwalk x5 / day, Blood Bomb x2 / day, Blood Boost x5 / day||100|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
Bloodweavers channel the blood within them and infuse it with magic in order to meet their needs. As a result, just about every one of their powers is concerned with blood. All of the following are class features of the bloodweaver.
Weapon and Armor Proficiency: A bloodweaver is proficient with all simple weapons, plus the longsword, rapier, scimitar, short sword, and shortbow. Bloodweavers are proficient with light armor but not with shields.
Blood Casting: To use their class abilities, a bloodweaver must sacrifice some of their hit points. The amount of hit points that they sacrifice determines how powerful the ability they cast is. However, A bloodweaver may not sacrifice more than their total number of hit points. In the entries for the bloodweaver's abilities, the variable X may be used. In such cases, the variable X represents the number of hit points that the bloodweaver has sacrificed.
Uncanny Blood Reserves (Su): A bloodweaver can be healed for more than their total amount of hit points. If this happens then the extra hit points manifest as temporary hitpoints. In addition to this, a bloodweaver is allotted a certain number of temporary hitpoints every day after a full-night's rest. These heal automatically even if the bloodweaver's normal hit points would not be fully recovered by the full-night's rest.
Blood Runecasting (Su): Beginning at 2nd level, a bloodweaver may sacrifice a certain number of hit points for the use of an ability ahead of time and store the ability for later by forming blood runes on the surface of their skin. They may do this once per day (twice per day at 6th level, three times per day at 10th level, and so on)
Blood Binge (Su): Beginning at 2nd level, a bloodweaver may magically absorb blood within a 30 ft. radius of their location. They are healed 5 hp per fluid ounce of blood. Unfriendly creatures within the radius must pass on a Fortitude saving throw (DC is constitution based) or take 1 damage per tun. The bloodweaver is then healed 1 hp per unfriendly creature per round.
Ex-<-pluralized class name->
<-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->
|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->
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
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-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.->.
Playing a <-class name->
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
|“||<-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
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.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-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.->.