The Blood Lord, Variant (5e Subclass)

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The Blood Lord[edit]

Warlock Subclass

A tiefling stood in a large, burning, field, staring forward at the strike team of orcs charging at him, a few hundred yards away. His companion shot an arrow in the shoulder of the chieftain, and a small stream of blood spewed from the wound. The blood wrapped around his throat with a wave of the teifling’s hand. He grinned, as he had already won. The tentacle of blood stabbed the orc in the hip, and another one extended. The tentacles turned around and rapidly stabbed the chieftain’s soldiers. The blood lord is a powerful demon lord that hunts down devils, other demon lords, celestials, and humanoids simply for fun. His minions gain control over blood and many forms of violence, only for the price of their sanity.

Blood Hunter

starting at first level, you gain the ability to taste a creature’s blood and magically learn about them. If you consume any blood, as long as it is still wet, you learn what direction they are in, their current hit points, their constitution score, if they have any disease or poison (which you don’t contract from consuming), and creature type. Bloodied creatures can’t benefit from invisibility or hide from you, and you have advantage on attack rolls against them.

Bloody Trinity

at sixth level, you gain the ability to make a blood-fueled pact between yourself and to friendly creatures. Over a short or long rest, choose two creatures resting at the same time. When you or any creature that is part of the link take damage, some blood evaporates. The creature takes half damage and one other creature in the link heals the other half. If it was a critical hit, you regain a spell slot or both allied creatures can heal (your choice).

Fear and Pain

starting at the tenth level, if you damage more than one creature in a turn, you can use a bonus action to force them all to make a wisdom saving throw or be frightened for a minute. If they are below half health, they have disadvantage. If they are immune to the frightened condition they still must make the roll with advantage.

Blood Manipulation

starring at level fourteen, when you are below half hit points, you can make a melee spell attack with a range of ten feet as a bonus action with a bloody tentacle extending from your open wound. On a hit, the target takes 3d8 necrotic damage or 1d8 necrotic damage in addition to grappling the target or pushing it ten feet. You can have up to four creatures grappled in this way. You can also use all four tentacles to extend your self up to ten feet off the ground. While in this state, your speed is doubled, you are counted as a large creature for technical purposes, and you can move through other creatures spaces and do 2d8 necrotic damage to them if they don’t make a dexterity saving throw. In addition, when another creature is below half health, you can use a reaction on your turn to half or double their movement, give them advantage or disadvantage on a d20 roll, do 2d8 necrotic damage that can’t be reduced in any way, or heal 2d8 hit points.

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