Kourkoúmi (5e Class)

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Kourkoúmi[edit]

<!-Introduction Leader->[edit]

Creating a Kourkoúmi[edit]


Quick Build

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

Class Features

As a Kourkoúmi you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium
Weapons: Simple, and Blood Weapons
Tools: None
Saving Throws: Dexterity and Constitution
Skills: Choose 3 from: Acrobatics, Stealth, Arcana, History, Investigation, and Survival

Equipment

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

  • Bloodline Weapon
  • (a) Explores pack or (b) Dungeoneer's pack or (c) Monster hunter's pack

Table: The Kourkoúmi

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Kourkoúmi, Bloodied Weapon
2nd +2 Blood Affinity, Blood Manipulation
3rd +2 Blood Focus 2
4th +2 Ability Score Improvement 3
5th +3 Bloody Ingestion 3
6th +3 Bloody Connection 3
7th +3 Blood Focus feature, Blood Miasma 4 2
8th +3 Ability Score Improvement 4 2
9th +4 Blood 4 2
10th +4 Blood Absorb, Blood Rage 4 3
11th +4 Blood Focus feature, Blood Absorb upgrade 4 3
12th +4 Ability Score Improvement 4 3
13th +5 4 3 2
14th +5 Blood Focus feature, Blood Affinity upgrade 4 3 2
15th +5 4 3 2
16th +5 Ability Score Improvement 4 3 3
17th +6 4 3 3
18th +6 Blood Focus feature 4 3 3
19th +6 Ability Score Improvement 4 3 3 1
20th +6 4 3 3 1

Kourkoúmi[edit]

Becoming a Kourkoúmi allows you to master a unique combat style using your blood for every aspect of combat. You gain the following abilities while wearing light or medium armor and wielding your bloodied weapon.

  • You can sense blood from up to 60 feet away
  • Blood Spells: You're in tune with your blood, and no longer use spell slots, instead, every time you cast a spell you take 1d10 for every spell slot and roll another d10 per increase of spell level.
    Your Save DC = 8+Proficiency bonus+Constitution modifier
    Your spell attack modifier = Proficiency bonus+Constitution modifier

Bloodied Weapon[edit]

Blood Affinity[edit]

Starting at 2nd level, as an Action, you may ingest a vile of another creature's blood, once drank, you gain 1d4 hit points back, and you gain one feature from the creature's blood you ingested (Cannot be a feature that includes actions that require an attack roll to be made), the feature only lasts for 1 minute after drinking, and you may only have one feature active at once.

Blood Manipulation[edit]

Starting at 2nd level, your control over your blood increases, allowing you to create anything (except armor or weaponry) out of your blood. For every foot, you take 1 point of damage and for every 10ft the damage taken per foot increases by 1 point. The caster has to have contact with the creation at all times or it will lose form. You can use this ability twice per long rest.

Blood Focus[edit]

<!-At the 3rd level, you chose a Blood Focus. Choose between Bloody Rage, Bloody Mist, and <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass 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.

Bloody Ingestion[edit]

Starting at 5th level, You can drink all the blood of a fresh corpse and regain 1d8 of health and

Bloody Connection[edit]

Starting at the 6th level, you can take an action, and use your blood to connect with another creature, Connection to another creature establishes a connection where you can understand and speak their language and their feel their feelings for the next 10 minutes. Using this take s 1d4 damage from the user, and puts it into the one you are connecting it, healing them. You may use this twice per short or long rest.

Blood Miasma[edit]

Starting at the 8th level, as an action, you can breathe out red, mist-like blood and it floats around you in a 10ft radius and it stays with you in the center, the mist lasts for 3 minutes, or until you use a bonus action to dismiss it. Using this makes you take 2d10 damage. Whatever is in this cloud takes 1d10 necrotic damage, at the start of its turn. You can use this once per long rest.

Blood Absorb[edit]

Starting at the 10th level, as a Bonus action, you absorb every drop of blood in a 10ft area. This heals you for 1d10 damage, You may only do this once per short or long rest, twice at level 15.

Blood[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

Blood Rage[edit]

starting at the tenth level, if you are bellow 1/4th of your Hitpoints, you can use your Bonus action to go into your Blood Rage,

<!-Use semi-colons for subheaders->

Blood[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

<!-Class Feature->[edit]

<!-Class feature game rule information->


Rage Master[edit]

<!-For subclasses introduce this class option here->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Blooded Mist[edit]

<!-Introduce this subclass here->

<!-Class feature game rule information->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Sub class 03[edit]

<!-Introduce this subclass here->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

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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