BoneBlade (5e Class)

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Creating a BoneBlade[edit]

The Boneblade is a warrior who has forsaken the confines of flesh, manipulating and shaping his own bones into weapons, armor, and tools of destruction or survival. His body is malleable, adaptable, and lethal, a living weapon made of marrow, calcium, and sheer willpower. Unlike spellcasters who wield arcane magic or clerics who channel deities, this warrior taps into a visceral, primal power: the biomechanics of his own body. His bones grow, protrude, harden, and shape themselves at the command of his mind. Where other warriors need shields, he erects plates of bone. Where they would need swords, he creates serrated blades from his own ribs. When wounded, his body reforms itself, regenerating flesh, marrow, and life. This is a class that represents absolute self-sufficiency, an immortal predator who relies on no external tools. His very existence is his own weapon.

Quick Build

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

Class Features

As a BoneBlade you gain the following class features.

Hit Points

Hit Dice: 1d12 per BoneBlade level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per BoneBlade level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools:
Saving Throws: Constitution, Strength
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 BoneBlade

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

Bone Armament[edit]

At 1st level, You can transform parts of your own skeleton into lethal natural weapons. As a bonus action, you grow bony blades, claws, or spikes.

-They count as simple or martial melee weapons (your choice when creating);

-They deal 1d6 slashing, piercing, or bludgeoning damage (your choice at the time). This damage increases to 1d12 at 5th level, 3d6 at 10th level and 3d10 at 14th level;

-They are natural and magical weapons for the purpose of overcoming resistance;

-You can draw these weapons as part of the attack action;

-you can reroll one damage die per attack with these weapons;

Accelerated Healing Factor[edit]

Beginning at 1st Level, Your body regenerates rapidly. At the start of each of your turns, if you have at least 1 hit point, you regain hit points equal to your Constitution modifier (minimum of 1). As a bonus action, you can expend one hit die to heal yourself (as you would on a short rest). You can do so a number of times equal to your Constitution modifier (minimum of 1) per long rest.


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

Defensive Bone Structure[edit]

At 2nd level, You can harden your bones to create natural armor, as a reaction, when you take damage, you can gain resistance to that damage until end of turn. You can use this ability a number of times equal to your Constitution modifier + your PB per short rest.

skeletal Empowerment[edit]

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

Bone Path[edit]

When you reach 3rd Level, Your Path grants you features at 3rd Level and again at 6th, 10th, and 17th level.

Ability score Improvement[edit]

When you reach 4th Level, and again at 6th, 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. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Rapid Bone Growth[edit]

Starting at 6th, Your regeneration intensifies. Your accelerated Healing Factor's passive healing is doubled (now 2x your Constitution modifier per turn).

Additionally, when you drop to 0 hit points, you immediately make a Constitution check (DC 10). On a successful save, you remain with 1 hit point. This can only happen twice per 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.

Instant Reconstruction[edit]

At 14th level, When you drop to 0 hit points, you can choose to spend all of your remaining hit dice to immediately get up with that much hit point healed. Using this ability requires a long rest to recharge.

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, if 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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