Night Blood (5e Class)

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Night Blood[edit]

A man sits upon an ebony throne swirling a cup of red liquid in his black nailed hand, from outside a wolf howls and into his room a cleric radiating holy magic strides. Tossing his cup aside the Night-Blood rises from his seat, both move in a blur as light and shadow clash. In the end the Nightblood stands victorious, his wounds giving off smoke where the cleric's holy magic seared his flesh.

A girl walks through the woods at night while a group of bandits begin to surround her from the shadows, she has always known they were there. Tilting her head back she smiles with crimson eyes glowing as she looks into the gleaming moon.

They are the Night Bloods beings who are in many ways identical to Vampires, and who are at times considered one and the same. The origin of this strange blood-line is all but unknown as they are few and far between, and how they spread their affliction is practically unknown as even among Vampires they are rare.

Creating a Night Blood[edit]

When making a Night blood one should think of what kind of play style you are looking to give your character, as the Night blood can specialize in both magical and physical abilities or use a mixture of each. If you are making a more melee oriented Night Blood perhaps prioritize Dex and Str while still keeping your Cha up there as to remain a capable spell caster. If you are making a more magic oriented Night Blood you might prioritize Cha and Dex.

Class Features

As a Night Blood you gain the following class features.

Hit Points

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


Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Disguise Kit
Saving Throws: Wis, Cha
Skills: Choose three from: athletics, acrobatics, arcana, history, insight, perception, intimidation, deception, persuasion, stealth


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

  • (a) Fine Clothes or (b) Common Clothes
  • (a) Hooded Cloak or (b) Wide brimmed hat and a cloak
  • (a) rapier or (b) any simple weapon
  • (a) Scholar’s pack and Leather armor or (b) a Dungeoneer’s pack and Leather armor

Table: The Night Blood

Level Proficiency
Features Dark Blood —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Dark Blood, Crimson bite 1d4
2nd +2 Blood Magic, Fighting Style 1d4 2
3rd +2 Vampiric Traits, Blood Feature 1d4 3
4th +2 Ability Score Improvement 1d4 3
5th +3 Extra attack 1d6 4 2
6th +3 Night Form 1d6 4 2
7th +3 Monsterous Affliction 1d6 4 3
8th +3 Ability Score Improvement 1d6 4 3
9th +4 1d8 4 3 2
10th +4 Shadow Feature 1d8 4 3 2
11th +4 Blood Frenzy 1d8 4 3 3
12th +4 Ability Score Improvement 1d8 4 3 3
13th +5 1d10 4 3 3 1
14th +5 Mind Feature 1d10 4 3 3 1
15th +5 Night Born 1d10 4 3 3 2
16th +5 Ability Score Improvement 1d10 4 3 3 2
17th +6 1d12 4 3 3 3 1
18th +6 Improved Night Form 1d12 4 3 3 3 1
19th +6 Ability Score Improvement 1d12 4 3 3 3 2
20th +6 Unholy Feature 2d6 4 3 3 3 2

Dark Blood[edit]

As a bonus action at 1st level you bite your hand and smear your blood onto a weapon (or if in the possession of the claws fighting style you stain your nails in blood), upon doing so reduce your maximum HP by your character level and your weapon now deals an additional damage die (see table) of necrotic damage. At level 9, as long as you take the Blood of the hunter Unholy feature, you may add your charisma modifier to the damage. The weapon can be sheathed without the effect fading and lasts until your next long rest, you can only have this effect on 1 weapon at a time. At level 20 it no longer reduces your hit point maximum.

Crimson Bite[edit]

Your vampiric resemblance is now showing. At 1st level you gain a pair of retractable fangs. As an action you have the ability to make a bite attack against either a willing creature, a creature that is charmed or grappled by you, or a creature that is incapacitated or restrained. The attack deals necrotic damage equal to double your dark blood damage dice plus your charisma modifier. You regain hitpoints equal to the damage dealt by the attack. The attack uses your charisma for attack rolls. When you drink the blood of a creature who has not been dead for more than 10 minutes you can see their memories and possibly find the memory you want, roll percentile, the percentage you must roll is equal to your proficiency ×10 (ex. proficiency of 3 equals 30 percent) if you roll within your percentage you find the memory you are looking for, if not, you see a random memory of the creature.

Blood Magic[edit]

Starting at 2nd level the power of your curse flows within you, giving you the ability to cast spells. At level 9, as long as you take the Shadow of the past Unholy feature, you can add your charisma modifier to concentration rolls.

Preparing and Casting Spells

The Nightblood table shows how many spell slots you have to cast your spells. To cast one of your Nightblood 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 choose the list of Nightblood spells that are available for you to cast, choosing from the Nightblood spell list listed at the end of the class descroption. When you do so, choose a number of Nightblood spells equal to your Charisma modifier + half your Nightblood 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 Nightblood, you have four 1st-level and two 2nd -level spell slots. With a Charisma 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 Inflict 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 chosen spells.

Additionally, when you gain a level in this class, you can choose one of the Nightblood spells you know and replace it with another spell from the Nightblood spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Nightblood spells. 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 Nightblood spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Blood Focus

As long as you have taken 1 point of damage or you have your Darkblood active you can use your blood as a spellcasting focus for your Nightblood spells.

Fighting Style[edit]

At 2nd level, you adopt a particular 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.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

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, even if the new roll is a 1 or a 2. The weapon must have the two -handed or versatile property for you to gain this benefit.

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.

Night Form[edit]

When you reach 6th level as a bonus action you can shapeshift into a bat, a rat, a raven, or a wolf, you retain your Charisma, Wisdom, and Intelligence scores, you retain all of your skill and saving throw proficiencies, you assume the creatures hitpoints and hit dice, any equipment you have is merged into the form and has no effect until you leave the form, you use your profficiency bonus, and you can not cast spells in this new form. Reverting to your true form takes a bonus action, if your hit points drop to zero you revert back into your true form and any excess damage carrys over. you can use this ability twice per short or long rest and you can stay in your night form for a number of hours equal to your Charisma modifier. You then revert to your true form unless you expend another use of this feature. At 11th level you can shapeshift into the swarm versions of the bat, rat, and raven transformations or the dire wolf, these transformations have exrta hp equal to your Nightblood level and you can use your darkblood feature in these forms, it does not reduce your hp while in these forms.

At 18th level you have mastered the power of your night form allowing you to shapeshift into a fearsome beast. You gain the ability to shapeshift into the Nightwing bat with the following changes: the rules stated above apply to this transformation as well unless stated otherwise, your Strength, Dexterity, and Constitution scores increase by 5, you gain extra hp equal to double your Nightblood level, you can make 3 attacks when you take the attack action and they count as magical for the purpose of overcoming resistances, the save dc for any of the Nightwing bats abilities is 8 + charisma modifier + profficiency, the Nightwing bats scream burst ability deals 9d6, and you retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. Once you shapeshift into the Nightwing bat you can not shapeshift into it again until you complete a long rest and you have drinkin at least one cup of blood, shapeshifting into the Nightwing bat does not expend one of your transformations.

Monsterous Affliction[edit]

At 7th level because of the changes within your body you are quicker and your senses improve. You gain darkvision out to 60 feet if you already have darkvision it increases by 30 feet and you also add your Charisma modifier to initiative rolls. You gain the ability to smell the blood of creatures out to 1 mile away the creature must have blood and it does not have to be bleeding, you can differentiate between the race of the creature but not who that creature is specifically as long as they are within 120 feet, you also must have smelled that type of creature before to know what it is. You have the ability to consume blood inplace of food.

Blood Frenzy[edit]

Beginning at 11th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Night Born[edit]

You count yourself among the realm's unholy terrors and as such your will and mind have become shielded to many of the effects of your fellow creatures of the night. At 15th level you can no longer become frightened, and you have advantage on saving throws against magical charm effects. You also gain resistance to necrotic damage.

Vampiric Traits[edit]

When picking a Blood, Shadow, Mind, or Unholy feature keep in mind once one is chosen you are unable to pick another one.

Blood Features[edit]

Crimson Spell

Spells you cast with a range of touch have a range of 30 feet if it is a ranged spell its range increases by 30 feet instead, if it is a damage spell you also add your charisma modifier to the damage

Blood Hunter

You have advantage on insight checks and you can not be surprised by a creature as long as they are within 60 feet, they have blood, and you have the ability to smell.

Clawed Hands

Your nails have grown into sharpened points and are able to be smeared with Darkblood, your claws deal 1d6 slashing damage and count as a finesse weapon. As long as you took the attack action on your turn and the attack was made with your claws you can make another claw attack as a bonus action one attack only. As long as your darkblood is activated on your claws they count as magical for the purposes of overcoming resistances.

Shadow Features[edit]

Shadow Cloak

You are considered to always be under the effects of the pass without trace spell.

Shadow Stride

When you are in dim light or darkness as a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the next melee attack you make before the end of the turn.

Dark Weapon

You can use your bonus action to create a dark weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. It disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your Dark weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your dark weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your dark weapon if you die, if you perform the 1 -hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Mind Features[edit]

Paralyzing Stare

Choose a creature within 30 feet of you the creature must be able to see you, the creature performs a wisdom saving throw against your spell save DC. On a failed save the creature is rendered paralyzed for 30 seconds, on a successful save the feature has no effect. You can use this ability twice per long rest.


You have gained the ability to speak telepathically with creatures within 60 feet of you, while you and the chosen creature do not need to share a common language the target of your telepathy must understand at least one language.

Magic Siphon

When you use the Crimson Bite feature on a hit you may choose to forgo all damage and healing to instead drain the spell slots of the creature you are biting. You gain a spell slot equal to your charisma modifier or lower it can also be broken down into smaller spell slots so long as the spell level added together is does not exceed your charisma modifier (ex. you have a charisma of 16 your modifier is 3 so you can choose three spell slots of 1st level, one spell slot of 1st and one of 2nd, or one of 3rd), the creature you bite must be able to cast spells and it must have the spell slot or number of spell slots that you want available the creature also loses the spell slot or slots you take. When you use this you cant use it again until you finish a long rest.

Unholy Features[edit]

Blood of the Hunter

You have reached the final stage of your Vampiric Evolution, your physical abilities have reached the limits attainable by even vampires. As such you gain resistance to nonmagical bludeoning, piercing, and slashing damage, necrotic damage dealt by your darkblood feature ignores resistance, and your walking speed increases by 10 feet as well as attacks of opportunity made against you are made with disadvantage.

Shadow of the Past

You have reached the final stage of your Vampiric Evolution, your magical abilities have reached the limits attainable by even vampires. As such you gain the ability to cast one 1st level spell from the nightblood spell list at will without requiring a spell slot or material components it can only be cast as a first level spell and you learn a cantrip of your choice from the sorcerer spell list the cantrip can be cast as a bonus action.

Night Blood Spell List[edit]

1st: Armor of Agathys, Arms of Hadar, Cause Fear, Charm Person, Dissonant Whispers, Ice Knife, Inflict Wounds

2nd: Detect Thoughts, Enthrall, Find Steed, Hold Person, Mind Spike, Ray of Enfeeblement, Spider Climb

3rd: Animate Dead, Conjure Animals, Counterspell, Fear, Gaseous Form, Life Transference, Vampiric Touch

4th: Blight, Compulsion, Death Ward, Find Greater Steed, Fire Shield(cold only), Phantasmal Killer, Shadow of Moil

5th: Cone of Cold, Destructive Wave(necrotic only), Dream, Enervation, Geas, Modify Memory, Telekinesis


Prerequisites. To qualify for multiclassing into the Night Blood class, you must meet these prerequisites: Dex 13, Cha 13, and you must have been bitten by a Night blood or have been cursed into transforming into one.

Proficiencies. When you multiclass into the Night Blood class, you gain the following proficiencies: Disguise kit, Simple Weapons

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