User:Quincy/Blood Lord

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Blood Lord(5e Class)[edit]

Blood Lord[edit]

"Take this, and this, and this, and a little more of this..." -Quote from a blood mage who cast too many spells.

Blood Lord[edit]

Blood Lords are usually people who has excessive pride and confidence in their abilities, so much so that they have resorted to using their own life's essence to cast spells. A blood mage usually recognizes that manipulating the essence of life can be a dangerous endeavor. However, there have been numerous instances of blood mages both weak and powerful who have met demise thinking they could cast 1 more spell only for the spell to fail at an unfortunate time because they lacked the necessary sacrifice to cast the spell. No harm, no foul eh, well maybe a lot harm is needed for a spell to work.

Creating a Blood Lord[edit]

Why did you decide to become an adventurer? How did you stumble upon blood magic and why did you decide it was the magic for you? Was it because of your self-confidence, was it taught to you, or was it last ditch attempt at learning magic because of your poor spell casting?

Quick Build

You can make a blood lord quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom then Dexterity. Second, choose the charlatan background.


Class Features

As a Blood Lord you gain the following class features.

Hit Points

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


Armor: Light
Weapons: Simple weapons and light crossbows
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose three from Acrobatics, Arcana, Deception, Insight, Investigation, Perception, Persuasion, and Stealth.


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

Table: The Blood Lord

Level Proficiency
1st +2 Blood Buffer
2nd +2 Blood Deal, Blood Pool
3rd +2 Healthy, Bonus Feat
4th +2 Ability Score Improvement, Blood Spike
5th +3 Blood Price, Bonus Feat
6th +3 Blood Deal Feature
7th +3
8th +3 Ability Score Improvement
9th +4 Bonus Feat
10th +4 Blood Deal Feature
11th +4
12th +4 Ability Score Improvement
13th +5 Bonus Feat
14th +5 Blood Deal Feature
15th +5 Death's Door
16th +5 Ability Score Improvement, Bonus Feat, Pool of Life
17th +6
18th +6 Blood Deal Feature
19th +6 Ability Score Improvement, Bonus Feat
20th +6 Blood Boil

Blood Buffer[edit]

By 1st level, you have gained Temp hp equal to Constitution Modifier x Blood Lord level. You regain all Temp Hp after a Long Rest.

Blood Deal[edit]

At 2nd level, you may choose a Blood Deal, which grants you features at 2nd level and again at 6th, 10th, 14th and 18th levels.

Blood Pool[edit]

At 2nd level, creatures you attack with a piercing or slashing weapon create a blood pool beneath their feet, when you siphon health from yourself you also create a blood pool(the color of your blood pool is Black)


By 3rd level, a blood lords heartiness is starting to affect you. Gain 10 hp+5 per level after 3.

Bonus Feat[edit]

When you reach 3rd, 5th, 9th, 13th, 16th and 19th levels, you can choose a Bonus Feat.

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.

Blood Spike[edit]

At 4th level, you gain the ability to cause the blood in up to 3 pools to form a spike upwards dealing 1d10 piercing damage but also removing the blood pool.(this attack does not cause a blood pool)

Blood Price[edit]

By 5th level, you have figured out how to take an extra attack, you may pay 15 life to take an extra attack. (you may only use this feature twice per day)

Death's Door[edit]

By 15th level, you are constantly flirting with death and have gotten used to it. You are immune to necromancy spells, and resistance to necrotic damage.

Pool of Life[edit]

At 16th level, you heal 2d6 hp when walking over a blood pool. 1d6 if it was your own blood

Blood Boil[edit]

By 20th level, you have attained mastery over blood magic. Lower the cost of health you pay by 5


A blood mage who is based around the blood flow in combat.

Crimson Pact[edit]

By 2nd level, You gain temporary health equal to your Blood Buffer + Blood Lord level, your Blood abilities deal an additional d6 of damage (+1 die per 10 points of Temp Health)


By 6th level, you can drain the health from a target creature dealing 1d8 damage and healing for half and gaining a Blood Charge. you may store 2 blood charges and can use both to deal 3d8 and heal for 100% of the damage dealt(+2 damage per 20 temp hp)

Sanguine's Pool[edit]

By 10th level, you can use a move action, bonus action, or reaction to enter Sanguine's Pool. upon entering Sanguine's Pool you lose 30 health but become untargetable for 2 turns gaining +10 to speed and healing for 100% of the damage of the pool. The pool deals 2d6 damage per turn. (cannot be used again until you complete a long rest)

Tides of Blood[edit]

By 14th level, you siphon 15 health from yourself to create a blade of blood, the blood blade deals 2d6 slashing damage and causes the creature to bleed(this bleed doesn't do damage). you may siphon the blood created by the attacks of this blade to increase its damage(+5 damage per Siphoned blood absorbed from the ground)(the Blade lasts for 3 turns)


By 18th level, you have learned how to directly pull life out of creatures, you emit a geyser of blood to erupt from a target location in a 20ft radius, this geyser deals 5d8 damage and leaves a curse on the targets hit, targets hit by the geyser take 50% more damage until the start of their next turn. At the start of their next turn you heal equal to the damage they took until the curse wore off.(cant be used again until completing a long rest)

Blood Rage[edit]

A blood lords who specializes in tank stats.


Starting at level 2 you gain +3 additional hp and an additional +1 per level past 2

Blood Scent[edit]

Starting at level 6 when there is blood in the air you can follow its trail, gain advantage on Survival Checks to follow a blood scent

Blood Armor[edit]

When you reach level 10, whenever you take damage from a slashing weapon your blood condenses around you forming blood armor reducing the damage of the next attack against you by half what you took

Blood Defense[edit]

By 14th level, you've learned the ways of the Blood defense and can now make a Blood Shield, This shield gives a +2 bonus to Ac and lasts as long as there is blood to funnel into the shield.(if there isn't any blood to funnel into the shield the shield disappears)

Blood Infused Rage[edit]

By 18th level, you've finally unlocked the ability to enter a Blood based rage, upon getting below 50 points of health you enter Blood Infused Rage healing 2d6 hp per pool of blood around you, while in blood rage your attacks deal an additional 2d8 necrotic damage, you heal from necrotic damage resist force damage and shock increases the damage you deal by an additional d8 lightning damage.(you leave blood infused rage if you are restored to full hp, you can not use this ability again until you complete a long rest)

Soul Restoration[edit]

A blood lord who specializes in providing support.

Blood Reserve[edit]

By 2nd level, you gain a set of reverse health in case you get low to pull resources from. The pool is equal to your Con modifier + your Blood Lord level + your Proficiency bonus

Type O Negative[edit]

By 6th level, you've learn that by sharing your blood with others that they seem to gain resistances to damage, Siphon 10 health to give an ally resistance to 1 chosen damage type

Blood Clot[edit]

By 10th level, you have learned how to channel some of your blood magic into healing. you can siphon up to 30 + your Blood Lord level health into an ally


By 14th level, you have learned the ability to protect you allies from damage, you can siphon 15 health to negate 15 damage an ally would take(this must be used as a reaction when an ally is about to take damage)

Blood Enchanter[edit]

By 18th level, you have learned how to infuse blood with your allies, you can now increase the damage of their next attack by 2d8 necrotic damage by siphoning 20 health and infusing their weapon with your blood


Prerequisites. To qualify for multi-classing into the blood lord class, you must meet these prerequisites: Constitution 13 and Wisdom 13.

Proficiency's. When you multi-class into the blood lord class, you gain the following proficiency's: simple weapons, Light Armour.

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