Vitalist (5e Class)

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Vitalist[edit]

Self-Sacrificial[edit]

Vitalists give up their blood as fuel for their spellcasting. A vitalist may have been cursed or blessed to have powerful blood, or they may use magic, alchemy, or science to make their blood more powerful. They can heal and harm creatures, but in doing so they are causing harm to themselves in order to accomplish their goals. With every one of these more powerful actions, they can rack up exhaustion, making it so that they are more limited in their spellcasting than other magic-users.

Creating a Vitalist[edit]

Why did your character choose to become a vitalist? Were they blessed by their chosen deity to have powerful blood? Did they spend hours studying ancient tomes in order to become cursed in this way? Was it a freak accident? Do they use these powers to mainly heal or harm, and why?

Quick Build

You can make a vitalist quickly by following these suggestions. First, charisma should be your highest ability score, followed by constitution. Second, choose the Sage background. Third, choose studded leather armor, a shortsword, and the scholar's pack.

Class Features

As a vitalist you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple Weapons
Tools:
Saving Throws: Constitution, Intelligence
Skills: Medicine, Arcana

Equipment

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

  • (a) Studded Leather Armor or (b) Leather Armor
  • (a) 2 Daggers or (b) Shortsword
  • (a) Scholar's Pack or (b) Explorer's Pack
  • If you are using starting wealth, you have 5d4 × 10 in funds.

Table: The vitalist

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Hemomancy, Blood Surge 2
2nd +2 Blood Sigil 2 2
3rd +2 Vital Focus 2 3
4th +2 Ability Score Improvement, Additional Blood Sigil 3 3
5th +3 Hemomancy Improvement 3 4 2
6th +3 Blood Surge Improvement 3 4 2
7th +3 Vitae Imbue 3 4 3
8th +3 Ability Score Improvement, Additional Vital Focus 3 4 3
9th +4 Blood Trait 3 4 3 2
10th +4 Additional Blood Sigil 4 4 3 2
11th +4 Blood Surge Improvement 4 4 3 3
12th +4 Ability Score Improvement, Hemomancy Improvement 4 4 3 3
13th +5 Additional Blood Trait 4 4 3 3 1
14th +5 Additional Vital Focus 4 4 3 3 1
15th +5 Control Vitae, Additional Blood Sigil 4 4 3 3 2
16th +5 Ability Score Improvement, Hemomancy Improvement 4 4 3 3 2
17th +6 Additional Blood Trait, Blood Surge Improvement 4 4 3 3 3 1
18th +6 Revitalize 4 4 3 3 3 1
19th +6 Ability Score Improvement 4 4 3 3 3 2
20th +6 Hemomancy Improvement 4 4 3 3 3 2

Hemomancy[edit]

Starting at the 1st level, you gain the ability to use your powerful blood to harm or heal creatures of your choice. When you reach 5th level, and again at 12th, 16th, and 20th level, you can improve one hemomancy action by adding another damage die (for instance, 2d4 to 3d4), or by choosing another hemomancy action. You start with Sanguine Renew and Blood Sear at the 1st level. These do not count against spell or cantrip slots, but behave as cantrips.

Sanguine Renew

A sphere of blood arcs towards a creature in range. You take 1d4 damage to heal 1d8 HP to a creature of your choice. Range of 60ft cube, casting time of 1 action.

Blood Sear

A sharp blade of blood arcs towards a creature in range. You take 1d4 damage to cause 1d10 slashing damage to a creature of your choice. Range of 60ft cube, casting time of 1 action.

Cauterize

Prerequisite: 5th level. A blade of blood hits the wound of a creature in range, dispersing over the flesh, allowing it to heal. You take 1d6 damage to heal any surface damage and stop any lingering piercing, slashing, bludgeoning, force, necrotic, cold, or fire injury, or healing 1d12 piercing, slashing, bludgeoning, force, necrotic, cold, or fire damage. Range of 60ft cube, casting time of 1 action.

Hemorrhage

Prerequisite: 5th level. A blade of blood shoots toward a creature in range. You take 1d6 damage to cause 2d12 necrotic damage. Range of 60ft cube, casting time of 1 action.

Blood Surge[edit]

Starting at the first level, you can add your proficiency bonus to your initiative on attack rolls. At the 6th and 11th levels, you add 1d4 to this bonus. At the 17th level level, this becomes a bonus action. Range of self, casting time of 1 round.

Blood Sigil[edit]

Starting at the 2nd level, you gain the ability to use your powerful blood to create sigils and wards. At the 4th, 10th, and 15th levels, you gain the ability to create additional sigils to the basic choices granted at level 2.

Protective Ward

When drawn on an object or creature, this sigil allows the user to protect entities and objects from 1d12 piercing, slashing, bludgeoning, force, or necrotic damage. This lasts for 1 hour, or until the protection has been used, with a casting time of 1 action.

Vital Vigilance

When drawn on an object, this sigil allows the user to sense when a boundary has been passed. The user can make a perception/insight check to gain more information on this, at DM discretion. This lasts for 1 hour, with a casting time of 1 action.

Magic Block

Prequisite: 4th level. When drawn, this sigil allows the user to block all magic activity in a 10ft radius hemisphere based off of the sigil's location. Casting time of 1 action, and the sigil is in effect for 2 rounds.

Ichor Imbue

Prequisite: 10th level. When drawn on a creature, this sigil will heal 1d8 piercing, slashing, bludgeoning, force, or necrotic damage for 3 rounds. Casting time of 1 action.

Blood Field

Prequisite: 10th level. When drawn on an object or surface, this sigil allows the user to create an nigh-impenetrable, invisible field that lasts for 1 hour. If a creature attempts to pass through the field, they will take 1d6 damage for every second that they stay within the field. Casting time of 1 action.

Hemotic Health

Prequisite: 15th level. When drawn on a creature, said creature will have 1d8 temporary health. Casting time of 1 action, length of 1 minute.

Vital Focus[edit]

Starting at the 3rd level, you gain the ability to gain a focus for your powers for more specialized actions.

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Vitae Imbue[edit]

Starting at the 7th level, you gain the ability to imbue a weapon of your choice with your powerful blood, granting you the ability to cause 1d8 additional necrotic damage. Range of touch, casting time of 1 action.

Blood Trait[edit]

Starting at the 9th level, you gain the ability to give your blood a specific trait, allowing possible additional actions or improvement to actions.

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Revitalize[edit]

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Control Vitae[edit]

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Ability Score Improvement[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.

Vitalist Spell List[edit]

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

Cantrips

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1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the vitalist class, you must meet these prerequisites: 13 Constitution, 13 Intelligence

Proficiencies. When you multiclass into the vitalist class, you gain the following proficiencies: None

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