Crimson Avenger (5e Class)

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Crimson Avenger[edit]

<!-Introduction Leader->[edit]

Creating a Crimson Avenger[edit]

Quick Build

You can make a Crimson Avenger quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Crimson Avenger you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Longsword, 2 handed Melee Weapons
Tools: Blacksmith Tools
Saving Throws: Constitution, Strength
Skills: One Skill based on Dexterity, and one based on Strength

Equipment

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

  • (a) a Longsword or (b) a 2 handed Melee Weapon
  • 20gp
  • Light Armor of your choice

Table: The Crimson Avenger

Level Proficiency
Bonus
Features Blood Stacks
1st +2 Tainted with Darkness,Blood Stacks 5
2nd +2 Blood Infusion 6
3rd +2 Stigma Injection 6
4th +2 Ability Score Improvement 7
5th +3 Extra Attack, Enhancement 7
6th +3 Stigma Injection 8
7th +3 Shade Illusion 9
8th +3 Ability Score Improvement 10
9th +4 11
10th +4 Dark Resilience 12
11th +4 Extra Attack 13
12th +4 Ability Score Improvement 14
13th +5 Adept of Blood 15
14th +5 Bloodthirst 15
15th +5 Nightmare 16
16th +5 Ability Score Improvement 17
17th +6 18
18th +6 Extra Attack 19
19th +6 Ability Score Improvement 19
20th +6 20

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.

Tainted with Darkness[edit]

As a Crimson Avenger your body and soul become tainted with dark Energy.

You now burden a Rage against the One's that made you become this way.

You receive a -1 on all Charisma Checks, and gain a +1 on all Strength Checks.

Blood Stacks[edit]

As a Crimson Avenger you can use Blood Stacks to perform complex combat actions

You can use 1 Blood Stack to increase your weapon damage by 1d6 for one combat turn. Takes one extra action

All Blood Stacks regenerate after a Long Rest

And for every 10 Hit Points you are healed at once, you regain 1 Blood Stack

Blood Infusion[edit]

Starting at second Level you can use some of your own Blood to enhance your Attack Strength.

You can use your bonus Action to activate Blood Infusion.

In order to use Blood infusion you roll 1d4 which defines how much Hit Points you lose,

multiply the outcome of the roll by 1.5 rounded down and add it to your attack damage.

The amount of Hit Points lost determines the amount of turns that Blood Infusion lasts.

Blood Infusion cannot be staked and only be recast once it runs out.

At the End of Combat you regain half of the Hit Points lost using this ability.

Enhancement[edit]

At 5th Level you can use a Bloodstack to enhance the weapon damage of another creature by 1d6.

In order to use this ability you need to spend one bonus action and be in range of touch.

Stigma Injection[edit]

At 3rd Level you gain the ability to surround yourself with a combination of dark energy and blood.

Casting Stigma Injection takes one action.

You lose 1d6 as Hit Points half of the roll is temporarily addded to your AC.

At 6th Level while using Stigma Injection the Aura also hurts creatures within a 5ft range for 1d6.

Stigma Injection is active for the amount of minutes equal to the amount of Hit Points lost.

The effect of Stigma Injection cannot be staked and it can only be reactivated once the time runs out.

Shade Illusion[edit]

At 7th Level you gain the ability to summon a Shade Illusion.

Casting Shade Illusion takes one action.

In order to summon it you have to roll a 1d10 which determines the amount of Hit Points lost.

Half the Amount of Hit Points lost rounded down determines how long(in minutes) Shade Illusion is cast.

While Shade Illusion is active all of your attacks hit twice(not combinable with Stigma Injection)

Dark Resilience[edit]

At 10th Level the Darkness in you further enhances your body abilities.

You gain higher resistance against Poison.

Adept of Blood[edit]

The Darkness within you boosts your natural regenaration.

Roll a 1d8 when you end combat in order to determine the amount of Hit Points you regain.

Bloodthirst[edit]

Casting Bloodthirst takes one action.

At 14th Level you can use the Darkness within you to temporarily lose yourself in your Bloodthirst.

While in the Bloodthirst you get a +2 Bonus on all Attack Rolls and resistance to magical Attacks.

You also gain temporary Hit Points for all the damage you deal in the first turn after the activation of Bloodthirst.

When you want to end the Bloodthirst you have to suceed a DC14 Wisdom save.

At a failed save you continue on attacking your enemies, when there are no enemies left you start attacking everything that moves.

Nightmare[edit]

At 15th Level you become a living Nightmare for your enemies.

Whenever you kill a creature all other creatures within sight have to suceed a DC16 Wisdom save or be frightened by you.

<!-Class Option 1->[edit]

<!-For archetypes, paths, etc. Introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

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<!-Class Feature->

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<!-Class Option 2->[edit]

<!-Introduce this class option here->

<!-Class Feature->

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Blood Arts[edit]

1st Level (Consume 1 Blood Stack to use)


Dark Wave:You use part of the dark energy within you to make a dash in a straight line for 15feet.

While dashing you push every creature in front of you with you. The creatures take 1d6 damage whilst being pushed by you

At the end of your dash you slam your fist downwards and cause a small explosion that causes 1d6 damage.

Ejection Buster:You concentrate dark Energy around your sword and unleash it in an powerfull shockwave

The Shockwave has a range of 30feet in a straight line in front of you and causes 1d8 damage to all creatures in its way

Brutal Cutter:You create a dark Aura that surrounds your weapon of choice.

A Creature within a range of 5feet to you takes 1d8 Slashing Damage. Your weapon deals 1d6 extra damage for 2minutes

If you activate Brutal Cutter while its active, a creature within a range of 5feet takes 2d8 slashing damage.

Your weapon also deals 2d6 extra damage. Reactivation costs 2 blood stacks and lasts for 2 minutes.


2nd Level (Consume 2 Blood Stacks to use)


Shade Scratch:You cast forward a wave of dark energy.

If this wave hits a creature within a range of 30feet you perform a teleport towards it and deal 1d10 damage to the targeted creature and 1d10 damage in a 10 feet radius on impact

Shadow Edge:You cast forward chains of dark energy

Shadow Edge has a coned range of 30feet, every creature within this range is bound down by dark chains

When a creature is bound down it has to succeed a DC 14 Dexterity Save, at a success nothing happens

At a failed save the creature loses 10feet of movement.

You heal 1 Hit Point for every creature that is bound by Shadow Edge at the beginning of your next turn

Shadow Edge lasts for 3 turns.


3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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