Gnomes2169
2015-11-16, 10:45 AM
Edit: To some people who have seen my homebrew on this forum before, this might seem like a repost of the 5e conversion I made for the Sanguine Knight a while back. And... technically it is. However, this is a revamp to the umpteenth degree, and while some abilities may be unchanged (because quite simply they were rather good as they were), the entire thing got a rework, both in fluff and in crunch. As the other thread is rather cluttered at this point (and I'm not sure how many people are using the SK version right now), I've decided to make this a new thread of its own, leaving the other as a Beta version while this is the 1.0 of the final.
Of course, while I tried to keep some things as balanced as I could, I'm certain I got something completely off somewhere in there. So feedback on any and everything that could come up would be more than welcome!
The Bloodsworn
"I AM A SEXY, SHOELESS GOD OF WAR!"
-Belkar, Order of the Stick (https://www.giantitp.com/comics/oots0439.html)
Children of the Blood: Blood. There have always been those who were fascinated or drawn to the crimson liquid, and blood is a vital part of life. It should come as no surprise that there are some who demonstrate a particular supernatural affinity for blood manipulation, both their own and others, and such techniques can be practiced and perfected. Hardened to pain and struggle, the bloodsworn use their supernatural dominion over flesh to influence both their own bodies and life force and those around them. From strengthening allies and sharing magic, to twisting minds and manipulating corpses, their power can either be a boon or a blight to everyone around them.
A Blood-Sworn Protector: A bloodsworn's most prominent feature is its blood bond, a unique ability that allows them to connect with the body and mind of other creatures. While this can provide many different benefits, -or even be twisted to control others- at its core, a blood bond is used to protect those who are precious to the bloodsworn. In an almost supernatural manner, the bloodsworn can transfer wounds from their allies onto themselves, and they can fragment their own luck and energy to protect their allies, helping to keep them alive in the pitched chaos of combat.
Natural soldiers: The abilities of a bloodsworn almost seem to steer their lives towards violence, and they become naturally hardened towards the hardships and chaos of the battlefield. Whether they become pillars of invulnerability and beacons of strength for their allies, tyrants who lord over their foes and allies alike, or someone who strolls the narrow line between being a walking weapon and a protector, their powers will ensure that they will be a notable presence in any fight.
LevelProficiency bonusClass featuresEnhancements
1+2Blood bond, rapid recovery--
2+2Fighting style, bonded communication--
3+2Crimson pledge feature--
4+2Ability score improvement--
5+3Empowered self, extra attack1
6+3Clear blood, Crimson revelry1
7+3Crimson pledge feature1
8+3Ability score improvement1
9+4Empowered self 2
10+4Crimson pledge feature2
11+4Crimson sight2
12+4Ability score improvement2
13+5Empowered self, mettle3
14+5Bonded concentration3
15+5Crimson pledge feature3
16+5Ability score improvement3
17+6Empowered self4
18+6Bonded resurgence4
19+6Ability score improvement4
20+6Crimson pledge feature5
Building a Bloodsworn
The bloodsworn are incredibly tough, proficient warriors who excel at shielding their allies from harm and recovering from the wounds they suffer. Using a magical bond, they can suffer a portion of the harm meant for their allies, and their control over their own blood and flesh allows them the ability to modify their own physical natures to grant them expanded capabilities.
Bloodsworn are, ultimately, people who have dedicated themselves to a mastery of martial combat, especially in the arena of war. While a bloodsworn can be simply knightly figures and guardians, often they go beyond this straight-laced nature and adventure out within the world for the thrill of combat. Keeping this in mind while playing a bloodsworn; try to keep an eye out for challenges that might test your strength and vitality. Standing alone at the top of a pile of bodies, blood soaked and victorious, is what you are built for, so you should not be afraid to revel in it.
Quick build
You can make a bloodsworn quickly by following these suggestions. First make your Constitution your highest score, with either dexterity or strength as a close second (depending on your chosen fighting style). Second, choose the Soldier, Folk Hero or Child of War (http://www.giantitp.com/forums/showthread.php?368269-5e-background-Child-of-War) background.
Class Features
Hit Points
Hit Dice: 1d12 per level of bloodsworn
Hit Points at 1st Level: 12+your Constitution modifier
Hit Points at Higher Levels: 1d12+your Constitution modifier
Proficiencies
Armor: All armor and shields
Weapons: All simple and martial weapons
Tools: None
Saving throws: Constitution and Charisma
Skills: Choose any two of Athletics, Acrobatics, Insight, Intimidation, Investigation, Nature, Perception or Survival
Equipment
(a) Chain mail or (b) leather armor, a longbow and 20 arrows
(a) a martial one handed weapon and shield or (b) a martial two handed weapon or (c) a martial one handed weapon and 20 gold
A brace of 4 throwing daggers
(a) a Dungeoneer's pack or (b) an Adventurer's pack.
Multi-classing
To multi-class as a Bloodsworn, you must have a minimum of 13 Strength or Dexterity, and you must have a minimum of 13 Constitution.
Blood bond
Starting at level 1 you can link your blood and body to that of another living creature, allowing you to take damage from that creature upon yourself. Whenever a creature within 60 feet of you with whom you have a blood bond would be dealt damage, you may use your reaction to reduce all of the damage dealt to your blood bonded ally by half (rounded down, calculated after resistance). After determining how much damage your ally is dealt, you are dealt the same amount of damage. You must be conscious to use a blood bond.
Creating a blood bond with a creature requires that both you and the target be willing, and you must use your action to establish this connection. You may possess a number of blood bonds equal to your constitution modifier (minimum 1). A creature may only possess a single blood bond.
A blood bond is ended if you or your bonded member die, or if you use an action to end it.
Just to make an example, for the sake of examples, let's say that we have two level 1 characters, one is Tim the Tiny (a random peasant with 6 hp) and the other is his blood bonded brother, Sam the Sanguine.
While adventuring, a hobgoblin rolls an attack against Tim and lands a hit. When the hobgoblin rolls for damage, it gets a 9 after all of the modifiers/ abilities are added up. This would normally mean that Tim needs to make death saving throws. However, since Sam has a blood bond with Tim, he may use his reaction to absorb up to half of the incoming damage, meaning that Sam and Tim take 4 damage each (as you round divided damage down, and they were technically dealt 4.5 damage each), which allows Tim to stay standing.
If Tim had resistance to slashing damage (and we'll say that the hobgoblin is using a longsword), then he would be dealt 4 damage normally. Sam can still choose to use his blood bond in response to this attack, reducing the damage further to a total of 2 damage to both PC's.
Rapid recovery
Your blood and body will react more positively to any forms of recovery, working in concert to increase the potency of any force curing your wounds. At level 1 whenever any source causes you to regain hit points, you regain additional hit points equal to your proficiency bonus.
Bonded communication
The blood bond creates a living network that the bloodsworn and their allies can use to communicate. Starting at level 2, you and your blood bonded allies within 60 feet of you may communicate with one another telepathically. This communication cannot be verbal, and tends to be primitive, the transmission of images, scents, sounds and emotions. This communication does not require that any members speak the same language.
Each time you or one of your allies wants to use this form of communication, that creature must use their bonus action to send the message.
Fighting style
At level 2 you may choose one fighting style from the following style list:
Defense: While wearing armor, you gain a +1 bonus to AC.
Dueling: When you are wielding a weapon in one hand and no other weapons, you gain a +2 bonus on damage rolls with that weapon.
Great Weapon: When you roll a 1 or 2 on a damage die for an attack you make with a weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gin this benefit.
Protection: When a creature you can see attacks a target other than you within 5 feet of you, you can use your reaction to impose disadvantage on that creature’s attack roll. You must be wielding a shield to use this ability.
Blood pledge
Upon reaching level 3, you decide on which of your natural talents to nurture and master for the rest of your life. You select between one of three subclasses; the Blood Lord, Immortal, and Sanguine Blade, and gain further abilities associated with your chosen subclass at levels 7, 10, 15 and 20.
Blood Lord
Manipulators of blood and twisters of the blood bond, the blood lord is a blight to the world. Using their allies as little more than a convenience, the blood lord is a spreader of plagues and a generator of nightmares. Their bending of the blood bond allows them to twist mind and body, giving them minions both living and dead. This path is the most seductive and appeals to any who desire power for whatever reason. While still not necessarily practiced only by those who devote themselves to evil, the darkness that accompanies this path can corrupt even the purest intentions...
LevelAbilities
3Expanded pool, manipulative bond
7Infest corpse
10Bloody hold
15Blood rites
20Nightmare child
Abilities save DC: For abilities that reference a saving throw, the saving throw DC is 8+Proficiency bonus+Constitution modifier.
Expanded pool
Starting at level 3, you increase the number of d12 hit dice you possess by half of your proficiency bonus (rounded up).
Manipulative bond
Also starting at level 3, you may attempt to force a temporary blood bond on an unwilling creature. As an action, you may expend one hit die to force an adjacent living creature without a blood bond to make a wisdom saving throw. If they fail, they are treated as if they were bonded to you, and they are charmed by you and all of your blood bonded allies. This blood bond and its effects last for up to one hour, and at the end of this hour the creature immediately becomes hostile to you and all of your blood bonded allies.
This feature may be used a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.
Infest Corpse
With a gesture and a cruel command you can manipulate the corpses of those fallen in battle, infecting and desecrating them beyond all recognition. At level 7 as an action, you may expend three unused hit dice to use blood magic to reanimate a humanoid corpse that you are touching. This heals any broken or missing flesh on the body, desecrates the corpse and creates a Blood Puppet. You may create and control a number of blood puppets at a time equal to half of your proficiency bonus, rounded up.
These blood puppets are friendly to you and your companions, and they obey your commands. See their game statistics in the accompanying Blood Puppet stat block, which uses your Proficiency Bonus (PB) in several places.
In combat, your blood puppets share your initiative count, but they take their turns immediately after yours. They can move and use their reaction on their own, but the only action they take on their turn is the Dodge action, unless you take a bonus action on your turn to telepathically command them to take another action. That action can be one in their stat block or another action that they are capable of, and you may give different commands to different blood puppets with the same bonus action. If you are incapacitated, all of your blood puppets become completely inactive and only take the Dodge action. If you die, your blood puppets are instantly reduced to 0 hit points.
When your blood puppets are reduced to 0 hit points, they are automatically destroyed and the corpse that you used to create them cannot be used for that purpose again. A corpse reanimated as a blood puppet cannot be brought back to life by use of a Raise Dead or Resurrection spell without first being brought to an area of hallowed ground and having a 10 minute ritual performed to cleanse the corruption.
Blood Puppet
Small or Medium Undead, true neutral
Armor class 10 + PB (natural armor)
Hit pints 10 + 2 times your Bloodsworn level (the blood puppet has a number of hit dice [d6] equal to your Bloodsworn level)
Speed 40ft
StrDexConIntWisCha
14 (+2)10 (+0)16 (+3)8 (-1)10 (+0)8 (-1)
Saving Throws Str +(2 plus PB), Con +(3 plus PB)
Damage immunities Poison
Condition immunities Charmed, Frightened, Poisoned
Senses Darkvision 60ft., passive perception 10
Languages All languages that you know
Challenge -- Proficiency bonus: Equals your bonus
Inherited Proficiencies: The Blood Puppet retains proficiencies with weapons, armor and tools that they possessed in life. If given armor to wear, treat the proficiency bonus to their armor class as if it were a dexterity bonus instead (potentially limiting how much of that bonus may be added if the puppet is wearing medium or heavy armor.) If give a weapon to wield, replace their slam attack with that weapon.
Lifelike Flesh: A blood puppet is incredibly difficult to distinguish from a living member of their species. They possess a pulse, breathe, need to eat and drink as if they were alive, and may even simulate sleeping or meditation (though, as undead, they do not require the rest and do not need to breathe to survive). Even magical detection can be foiled, spells of 3 or lower that detect the presence of undead treat a Blood Puppet as a living creature.
Actions
Slam +2 plus PB to hit, reach 5 ft., one target. Hit: 1d4 plus BP bludgeoning damage.
Reactions
Sacrifice: When the creature that created the Blood Puppet fails a death saving throw while within 30 feet of the Blood Puppet, the Blood Puppet may use this reaction to destroy itself so that their creator regains 1d12+3 hit points. The failed death saving throw is not erased by this reaction.
Bloody hold
Starting at level 10 you are able to reach out and grasp the blood of others to hold them in place. As an action you may expend 2 of your unspent hit dice to force any number of creatures within 20 feet of you that you choose to make a Constitution saving throw. On a failed saving throw a creature is paralyzed for 1 minute as the blood, muscles, essence or animating force is temporarily frozen in place. A paralyzed creature may make a Strength saving throw at the end of their turn, ending the condition on a success. You must concentrate on this effect as if you were concentrating on a spell to maintain it.
Blood rites
Starting at level 15, you can delve into the secrets of the deceased. As a ten-minute ritual, you spread your consciousness throughout the mind of the deceased creature, probing and delving for information. You may ask the creature a number of questions equal to your constitution modifier, and if it knows the answer it must answer the questions truthfully. After using a corpse in this manner, it becomes useless, and more questions cannot be asked. You may use blood rites a number of times equal to your constitution modifier (minimum 1), and regain all uses at the end of a long or short rest.
Nightmare child
Reaching the pinnacle of your fell craft, you are a horror to even look at. At level 20 you generate a black aura that infects those around you, boiling their blood with their most primal fears, sapping their will to fight and driving them away. Whenever a hostile creature moves within 30 feet of you, they must make a Charisma saving throw or be inflicted with the frightened condition and spend their actions running away from you for 1 minute. A frightened creature may re-make their saving throw at the end of their turn if they cannot see you, ending the effect on a successful roll. A creature may only be frightened once every 24 hours by this ability.
In addition, you are immune to all fear effects, may use your action to cast the spell Levitate (PHB) on yourself at will, and you gain advantage on saving throws against being charmed.
The Immortal
The immortal is an undying warrior. Always standing at the front of a battle and protecting his less able allies, the immortal champion is driven by a call to glory and the defense of those less able. An immortal does their best to live up to their name, continuing to stand and fight even when they are dealt mortal blows. Their use of the blood bond enhances the defenses of both them and their allies, working to create a living bulwark of flesh and steel. The most powerful members of this pledge are famed for being able to stand in the center of literal armies, fighting long past when others would have fallen to the blades of their foes.
LevelAbility
3Diehard, Immortal endurance
7Bonded defense, Immortal vitality
10Immortal inspiration
15Bonded martyr
20Undying
Diehard
When you choose this pledge at level 3, you gain 3 temporary hit points at the end of each long rest for each blood bonded ally within 60 feet of you. Additionally, as a bonus action on your turn, you may expend 1 of your hit dice in order to gain 4 temporary hit points for each blood bonded ally within 60 feet of you.
Immortal endurance
Also starting at level 3, whenever you finish a short rest, you regain a number of your expended hit dice equal to your proficiency bonus. After using this feature, you must complete a long rest to use it again.
Bonded defense
You and your bonded members share a special link, allowing you to see through each other’s eyes and avoid the attacks of enemies more easily while you take their durability as your own. At level 7, you and any creature you have established a blood bond with increases their armor class by 1.
Immortal vitality
Also at level 7, whenever you complete a short rest you reduce the levels of exhaustion you are suffering from by one.
Immortal inspiration
After reaching level 10 your body has been beaten and forged by battle to become ever closer to perfection. You have no maximum age and are immune to the effects of all forms of aging. Additionally, you may select and learn one additional level 5 or 9 enhancement from your Enhanced Self class feature.
Bonded martyr
You are more capable of taking the pains and hardships of your allies than a normal bloodsworn. Starting at level 15, you may activate this ability as a bonus action to divert even more damage from your blood-bonded allies to yourself. Until the start of your next turn all damage dealt to bonded allies is diverted to you, they automatically pass death saving throws, and they may choose to use your constitution bonus when they roll to maintain concentration checks.
You may use bonded martyr up to 3 times, regaining expended uses whenever you finish a long rest, and the ability automatically ends if you are reduced to 0 hit points. You may end bonded martyr at any time between activation and your next turn.
Undying
Enhancing your body and improving your abilities as much as you can, you become almost impossible to kill. At level 20, you are not incapacitated when you are reduced to 0 hit points and must fail 6 death saving throws in order to die. You may act normally while at 0 hit points but cannot use your Blood Bond or Crimson Revelry class features.
Additionally, if you are forced to make death saving throw, you automatically succeed on the saving throw. If you are damaged while at 0 hit points, you may make a constitution saving throw with [DC 10 + 1/2 damage dealt] to negate any failed death saving throws the hit would impose.
After succeeding on 3 death saving throws, you immediately regain 1 hit point.
The Sanguine Blade
Those of the sanguine blade are walking weapons, honed to hunt spilled blood and built to shed it. They eagerly join in battle, thriving and growing on the din and chaos, delighting in the pitch of conflict and becoming more unstoppable as they become more injured. From the moment it is drawn their blade is coated in blood that is as much a weapon as the steel it surrounds, controlled by the will of the sanguine blade to lethal effect. Their use of the blood bond symbiotically empowers themselves and their allies, increasing their strength and skill. They also become masters of identifying and tracking the blood of other creatures, almost becoming an encyclopedia of the crimson liquid.
LevelAbilities
3Cruor blade
7Bloodhound, butcher's cunning
10Adrenaline surge
15Bonded assault
20Draining blade
Cruor Blade
Starting on the path to be one of the most lethal weapons you can be, you can manifest a flowing coat of blood along your blade. A cruor blade must be a melee weapon that deals piercing or slashing damage, and you increase its reach by 5ft. While you have your cruor blade drawn, you may use your reaction to make an opportunity attack against a creature who moves within your reach unless they use the withdraw action.
Bloodhound
When you reach level 7 you are more in-tune with the blood of others and are more capable of following foes fleeing from you. You have advantage on Wisdom (survival) and Intelligence (investigation) checks to track a creature you wounded, and on Constitution checks and saving throws made to chase a wounded creature. You cannot fail to follow a trail of blood no matter how old or faint it may be. If you study a sample of fresh blood for one minute you may determine the type of creature it came from, and if you have encountered the particular brand of creature before, you may determine its subtype or species.
Butcher's Cunning
Also at level 7, you gain the level 5 body enhancement Crimson Intellect for free. If you already have this enhancement, you may select a different level 5 enhancement instead.
Adrenaline Surge
Your body is a honed weapon, meant to fight hardest when you are put under the most extreme of pressures. Starting at level 10, if you lost hit points between your last turn and your current turn, you may use your bonus action on that turn to make a melee weapon attack.
Bonded Assault
Drawing strength from your blood bonds, you and your allies become more coordinated warriors. Starting at level 15 you and your bonded allies gain a +1 bonus on attack rolls. Additionally, you may add 1/2 of your proficiency bonus (rounded up) to your damage rolls made with melee attacks.
Draining Blade
Reaching the peak of your skill, your blade reeves life from those it strikes, draining it into your body to restore your vitality. Starting at level 20 your cruor blade begins to radiate your choice of radiant or necrotic energy. You choose which kind of energy radiates each time you draw your weapon. Your melee attacks deal 1d10 additional damage of the chosen energy type. You heal lost hit points equal to the damage that this d10 causes.
Ability score increase
At level 4 you may improve your ability scores. You may either increase one ability score by 2, or two ability scores by 1. Alternately, if using the feats variant, you may learn a feat. You gain another ability score increase at levels 8, 12, 16 and 19.
Empowered self
At level 5 your connection to your body and life force allows you to improve yourself, increasing your capabilities. You learn two of the following enhancements you qualify for. At levels 9, 13, 17 and 20 you learn an additional enhancement you qualify for.
Blood Brothers: Your protective instinct allows your blood bond to shield your allies more effectively. Whenever you use your blood bond to take damage for an ally, that ally gains temporary hit points equal to your constitution modifier.
Crimson Intellect: Your mastery of the blood bond gives you the ability to read a creature's essence, allowing you to apply the greatest amount of damage to the weakest points in a creature's defenses. Whenever you hit a creature with an attack you may roll 1 of your unspent hit dice and add the number rolled and your constitution modifier (minimum +1) to the attack's damage. Rolling a hit die in this manner expends it.
Replenishing pool: Your ability to heal while you rest is a bit greater than that of others. You increase the amount of d12 hit dice you possess by 2, and whenever you finish a long rest you regain all of your expended hit dice instead of half.
Speaker of Blood: Learning how to tap into your natural willpower and talent for leadership, you become more influential and capable of directing your allies. You gain proficiency in the Persuasion skill. If you already had proficiency in Persuasion, then you may select a different Charisma skill to gain proficiency in. In combat, you may use your bonus action to direct a blood bonded ally to move up to 10 feet in a direction of their choosing.
Strength of Blood: All parts of the body are connected, and you know how to use this to increase your physical power. You may add half of your proficiency bonus to all Strength checks, and gain proficiency in the athletics skill. If you already have proficiency in athletics, or gain proficiency in athletics from another source later, then you double your proficiency bonus for athletics.
Body and Mind: Your blood is charged with the magic of the bonds and your chosen path, and you may use the strength of your body to shield your mind. You may add your constitution modifier to your intelligence, wisdom and charisma saving throws.
Bonded maneuvers: Members of your blood bond may use you as a bastion of protection, allowing them to flee to you safely. As long as a creature that has a blood bond with you moves within an area that is within your reach, they do not provoke attacks of opportunity.
Vital resonance: When you attack a creature adjacent to one of your blood bonded allies you can call on your friend's strength to guide your blows. Whenever you make a melee attack against an enemy creature that is in the reach of one of your blood bonded allies, you gain advantage on the attack roll.
Warded bond: You are able to shield yourself from some of the harmful effects of using your blood bond. When you deal damage to yourself using your blood bond, the amount of damage you take is reduced by your constitution modifier (to a minimum of 1). This does not affect the amount of damage you redirect when you activate your blood bond class feature, just how much redirected damage you take.
Crimson Tide: If you reduce a creature to 0 hit points with a melee weapon attack, you may use your Crimson Revelry feature without using any actions. You may only use Crimson Revelry in this manner once each turn.
Healing bond: You are able to share a part of the magic that infuses your blood with your bonded allies, helping them recover from their wounds. Whenever an ally who possesses one of your blood bonds recovers hit points from any source, they regain an additional amount of hit points equal to 1/2 your proficiency bonus.
Rapid recovery: When you are struck by an attack, you are able to call on your stamina to soften the blow. When you are dealt damage by any source except your blood bond you may use your reaction to immediately roll 1 of your unspent hit dice and add your constitution modifier to the result. You regain a number of hit points equal to the number rolled. Rolling a hit die in this manner expends it. You may not use this ability if you are making death saving throws.
Shared revelry: Your enthusiasm for battle is infectious, granting your allies increased stamina. When you benefit from your crimson revelry class feature, all of your blood bonded allies are healed an amount of damage equal to your Constitution modifier. This affect does not heal any blood bonded ally with 0 hit points.
Exultant slaughter: You live for combat and bringing your foes a swift death increases your own vitality. When you reduce a creature to 0 hit points, you may choose to roll 1 of your unspent hit dice and add your constitution modifier to the roll. You regain a number of hit points equal to the result. Rolling a hit die in this manner expends it.
In addition, you may also choose to regain half of your expended hit dice (rounded up) whenever you kill a creature. After regaining hit dice in this manner, you must finish a long rest before you can use this part of this feature again.
Perfect Self: You know more ways to empower yourself than other bloodsworn, though the enhancements you know are less potent. You learn three new enhancements, one that you could learn at level 13, one that you could learn at level 9 and one that you could learn at level 5.
Unbroken Heart: Becoming ever closer to the unkillable heroes of legend, you enhance your already great stamina even further. Upon selection of this enhancement, you add half of your proficiency bonus to all Strength, Dexterity and Constitution checks (even checks you are already proficient in) and increase your Constitution score by +4. Your maximum constitution score becomes 24. This is an exception to the rule that a character’s attributes may not normally be above 20.
Extra attack
Starting at level 5 you may make an additional weapon attack when you take the attack action.
Clear blood
Upon reaching level 6 you are able to police your blood, quickly removing and destroying any foreign contaminants. You become immune to diseases and the poisoned condition.
Crimson revelry
Starting at level 6 your body reacts to the chaos of battle, rapidly repairing your wounds and restoring your stamina. If you deal damage to a creature within 30 feet of you on your turn, you may use your bonus action to heal an amount of damage equal to your constitution modifier. (Note: Hit points recovered in this manner are modified by your rapid recovery class feature.)
Crimson sight
At level 11 your mastery over life force allows you to sense the animating force of beings around you. The beating heart of life, the sickening sensation of undeath and even the minute spark of animation that comes from elementals and constructs can alert you to the presence of hidden creatures once they draw close. You gain blind sense out to 10 feet. Your blood-bonded allies are also considered to have blind sense in the 10 foot area around you.
Bonded concentration:
Starting at level 14, if a creature within 60ft of you with whom you have a blood bond is concentrating on a spell, you may take on the burden of maintaining it. If that creature is willing, they lose concentration on the spell and at the same time you begin concentrating on it, transferring control of the spell to you.
If a spell that you gain control of has a range of self, you gain any benefits it confers. Otherwise, the spell’s targets or effects remain the same. Any options that would normally be available to the caster are available to you. Any effect that references your spellcasting ability score uses your Constitution. You can only maintain concentration on the spell for 1 minute or for its remaining duration, whichever is shorter.
You may use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.
Bonded resurgence
At level 18 your mastery of the blood bond makes it so that your allies have a rather hard time dying. If a blood bonded ally within 60 feet of you would be dropped to 0 hit points but not killed outright, you may use your reaction to make it so that the ally regains half of their maximum hit points instead. You must complete a long rest to use this ability again.
Of course, while I tried to keep some things as balanced as I could, I'm certain I got something completely off somewhere in there. So feedback on any and everything that could come up would be more than welcome!
The Bloodsworn
"I AM A SEXY, SHOELESS GOD OF WAR!"
-Belkar, Order of the Stick (https://www.giantitp.com/comics/oots0439.html)
Children of the Blood: Blood. There have always been those who were fascinated or drawn to the crimson liquid, and blood is a vital part of life. It should come as no surprise that there are some who demonstrate a particular supernatural affinity for blood manipulation, both their own and others, and such techniques can be practiced and perfected. Hardened to pain and struggle, the bloodsworn use their supernatural dominion over flesh to influence both their own bodies and life force and those around them. From strengthening allies and sharing magic, to twisting minds and manipulating corpses, their power can either be a boon or a blight to everyone around them.
A Blood-Sworn Protector: A bloodsworn's most prominent feature is its blood bond, a unique ability that allows them to connect with the body and mind of other creatures. While this can provide many different benefits, -or even be twisted to control others- at its core, a blood bond is used to protect those who are precious to the bloodsworn. In an almost supernatural manner, the bloodsworn can transfer wounds from their allies onto themselves, and they can fragment their own luck and energy to protect their allies, helping to keep them alive in the pitched chaos of combat.
Natural soldiers: The abilities of a bloodsworn almost seem to steer their lives towards violence, and they become naturally hardened towards the hardships and chaos of the battlefield. Whether they become pillars of invulnerability and beacons of strength for their allies, tyrants who lord over their foes and allies alike, or someone who strolls the narrow line between being a walking weapon and a protector, their powers will ensure that they will be a notable presence in any fight.
LevelProficiency bonusClass featuresEnhancements
1+2Blood bond, rapid recovery--
2+2Fighting style, bonded communication--
3+2Crimson pledge feature--
4+2Ability score improvement--
5+3Empowered self, extra attack1
6+3Clear blood, Crimson revelry1
7+3Crimson pledge feature1
8+3Ability score improvement1
9+4Empowered self 2
10+4Crimson pledge feature2
11+4Crimson sight2
12+4Ability score improvement2
13+5Empowered self, mettle3
14+5Bonded concentration3
15+5Crimson pledge feature3
16+5Ability score improvement3
17+6Empowered self4
18+6Bonded resurgence4
19+6Ability score improvement4
20+6Crimson pledge feature5
Building a Bloodsworn
The bloodsworn are incredibly tough, proficient warriors who excel at shielding their allies from harm and recovering from the wounds they suffer. Using a magical bond, they can suffer a portion of the harm meant for their allies, and their control over their own blood and flesh allows them the ability to modify their own physical natures to grant them expanded capabilities.
Bloodsworn are, ultimately, people who have dedicated themselves to a mastery of martial combat, especially in the arena of war. While a bloodsworn can be simply knightly figures and guardians, often they go beyond this straight-laced nature and adventure out within the world for the thrill of combat. Keeping this in mind while playing a bloodsworn; try to keep an eye out for challenges that might test your strength and vitality. Standing alone at the top of a pile of bodies, blood soaked and victorious, is what you are built for, so you should not be afraid to revel in it.
Quick build
You can make a bloodsworn quickly by following these suggestions. First make your Constitution your highest score, with either dexterity or strength as a close second (depending on your chosen fighting style). Second, choose the Soldier, Folk Hero or Child of War (http://www.giantitp.com/forums/showthread.php?368269-5e-background-Child-of-War) background.
Class Features
Hit Points
Hit Dice: 1d12 per level of bloodsworn
Hit Points at 1st Level: 12+your Constitution modifier
Hit Points at Higher Levels: 1d12+your Constitution modifier
Proficiencies
Armor: All armor and shields
Weapons: All simple and martial weapons
Tools: None
Saving throws: Constitution and Charisma
Skills: Choose any two of Athletics, Acrobatics, Insight, Intimidation, Investigation, Nature, Perception or Survival
Equipment
(a) Chain mail or (b) leather armor, a longbow and 20 arrows
(a) a martial one handed weapon and shield or (b) a martial two handed weapon or (c) a martial one handed weapon and 20 gold
A brace of 4 throwing daggers
(a) a Dungeoneer's pack or (b) an Adventurer's pack.
Multi-classing
To multi-class as a Bloodsworn, you must have a minimum of 13 Strength or Dexterity, and you must have a minimum of 13 Constitution.
Blood bond
Starting at level 1 you can link your blood and body to that of another living creature, allowing you to take damage from that creature upon yourself. Whenever a creature within 60 feet of you with whom you have a blood bond would be dealt damage, you may use your reaction to reduce all of the damage dealt to your blood bonded ally by half (rounded down, calculated after resistance). After determining how much damage your ally is dealt, you are dealt the same amount of damage. You must be conscious to use a blood bond.
Creating a blood bond with a creature requires that both you and the target be willing, and you must use your action to establish this connection. You may possess a number of blood bonds equal to your constitution modifier (minimum 1). A creature may only possess a single blood bond.
A blood bond is ended if you or your bonded member die, or if you use an action to end it.
Just to make an example, for the sake of examples, let's say that we have two level 1 characters, one is Tim the Tiny (a random peasant with 6 hp) and the other is his blood bonded brother, Sam the Sanguine.
While adventuring, a hobgoblin rolls an attack against Tim and lands a hit. When the hobgoblin rolls for damage, it gets a 9 after all of the modifiers/ abilities are added up. This would normally mean that Tim needs to make death saving throws. However, since Sam has a blood bond with Tim, he may use his reaction to absorb up to half of the incoming damage, meaning that Sam and Tim take 4 damage each (as you round divided damage down, and they were technically dealt 4.5 damage each), which allows Tim to stay standing.
If Tim had resistance to slashing damage (and we'll say that the hobgoblin is using a longsword), then he would be dealt 4 damage normally. Sam can still choose to use his blood bond in response to this attack, reducing the damage further to a total of 2 damage to both PC's.
Rapid recovery
Your blood and body will react more positively to any forms of recovery, working in concert to increase the potency of any force curing your wounds. At level 1 whenever any source causes you to regain hit points, you regain additional hit points equal to your proficiency bonus.
Bonded communication
The blood bond creates a living network that the bloodsworn and their allies can use to communicate. Starting at level 2, you and your blood bonded allies within 60 feet of you may communicate with one another telepathically. This communication cannot be verbal, and tends to be primitive, the transmission of images, scents, sounds and emotions. This communication does not require that any members speak the same language.
Each time you or one of your allies wants to use this form of communication, that creature must use their bonus action to send the message.
Fighting style
At level 2 you may choose one fighting style from the following style list:
Defense: While wearing armor, you gain a +1 bonus to AC.
Dueling: When you are wielding a weapon in one hand and no other weapons, you gain a +2 bonus on damage rolls with that weapon.
Great Weapon: When you roll a 1 or 2 on a damage die for an attack you make with a weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gin this benefit.
Protection: When a creature you can see attacks a target other than you within 5 feet of you, you can use your reaction to impose disadvantage on that creature’s attack roll. You must be wielding a shield to use this ability.
Blood pledge
Upon reaching level 3, you decide on which of your natural talents to nurture and master for the rest of your life. You select between one of three subclasses; the Blood Lord, Immortal, and Sanguine Blade, and gain further abilities associated with your chosen subclass at levels 7, 10, 15 and 20.
Blood Lord
Manipulators of blood and twisters of the blood bond, the blood lord is a blight to the world. Using their allies as little more than a convenience, the blood lord is a spreader of plagues and a generator of nightmares. Their bending of the blood bond allows them to twist mind and body, giving them minions both living and dead. This path is the most seductive and appeals to any who desire power for whatever reason. While still not necessarily practiced only by those who devote themselves to evil, the darkness that accompanies this path can corrupt even the purest intentions...
LevelAbilities
3Expanded pool, manipulative bond
7Infest corpse
10Bloody hold
15Blood rites
20Nightmare child
Abilities save DC: For abilities that reference a saving throw, the saving throw DC is 8+Proficiency bonus+Constitution modifier.
Expanded pool
Starting at level 3, you increase the number of d12 hit dice you possess by half of your proficiency bonus (rounded up).
Manipulative bond
Also starting at level 3, you may attempt to force a temporary blood bond on an unwilling creature. As an action, you may expend one hit die to force an adjacent living creature without a blood bond to make a wisdom saving throw. If they fail, they are treated as if they were bonded to you, and they are charmed by you and all of your blood bonded allies. This blood bond and its effects last for up to one hour, and at the end of this hour the creature immediately becomes hostile to you and all of your blood bonded allies.
This feature may be used a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.
Infest Corpse
With a gesture and a cruel command you can manipulate the corpses of those fallen in battle, infecting and desecrating them beyond all recognition. At level 7 as an action, you may expend three unused hit dice to use blood magic to reanimate a humanoid corpse that you are touching. This heals any broken or missing flesh on the body, desecrates the corpse and creates a Blood Puppet. You may create and control a number of blood puppets at a time equal to half of your proficiency bonus, rounded up.
These blood puppets are friendly to you and your companions, and they obey your commands. See their game statistics in the accompanying Blood Puppet stat block, which uses your Proficiency Bonus (PB) in several places.
In combat, your blood puppets share your initiative count, but they take their turns immediately after yours. They can move and use their reaction on their own, but the only action they take on their turn is the Dodge action, unless you take a bonus action on your turn to telepathically command them to take another action. That action can be one in their stat block or another action that they are capable of, and you may give different commands to different blood puppets with the same bonus action. If you are incapacitated, all of your blood puppets become completely inactive and only take the Dodge action. If you die, your blood puppets are instantly reduced to 0 hit points.
When your blood puppets are reduced to 0 hit points, they are automatically destroyed and the corpse that you used to create them cannot be used for that purpose again. A corpse reanimated as a blood puppet cannot be brought back to life by use of a Raise Dead or Resurrection spell without first being brought to an area of hallowed ground and having a 10 minute ritual performed to cleanse the corruption.
Blood Puppet
Small or Medium Undead, true neutral
Armor class 10 + PB (natural armor)
Hit pints 10 + 2 times your Bloodsworn level (the blood puppet has a number of hit dice [d6] equal to your Bloodsworn level)
Speed 40ft
StrDexConIntWisCha
14 (+2)10 (+0)16 (+3)8 (-1)10 (+0)8 (-1)
Saving Throws Str +(2 plus PB), Con +(3 plus PB)
Damage immunities Poison
Condition immunities Charmed, Frightened, Poisoned
Senses Darkvision 60ft., passive perception 10
Languages All languages that you know
Challenge -- Proficiency bonus: Equals your bonus
Inherited Proficiencies: The Blood Puppet retains proficiencies with weapons, armor and tools that they possessed in life. If given armor to wear, treat the proficiency bonus to their armor class as if it were a dexterity bonus instead (potentially limiting how much of that bonus may be added if the puppet is wearing medium or heavy armor.) If give a weapon to wield, replace their slam attack with that weapon.
Lifelike Flesh: A blood puppet is incredibly difficult to distinguish from a living member of their species. They possess a pulse, breathe, need to eat and drink as if they were alive, and may even simulate sleeping or meditation (though, as undead, they do not require the rest and do not need to breathe to survive). Even magical detection can be foiled, spells of 3 or lower that detect the presence of undead treat a Blood Puppet as a living creature.
Actions
Slam +2 plus PB to hit, reach 5 ft., one target. Hit: 1d4 plus BP bludgeoning damage.
Reactions
Sacrifice: When the creature that created the Blood Puppet fails a death saving throw while within 30 feet of the Blood Puppet, the Blood Puppet may use this reaction to destroy itself so that their creator regains 1d12+3 hit points. The failed death saving throw is not erased by this reaction.
Bloody hold
Starting at level 10 you are able to reach out and grasp the blood of others to hold them in place. As an action you may expend 2 of your unspent hit dice to force any number of creatures within 20 feet of you that you choose to make a Constitution saving throw. On a failed saving throw a creature is paralyzed for 1 minute as the blood, muscles, essence or animating force is temporarily frozen in place. A paralyzed creature may make a Strength saving throw at the end of their turn, ending the condition on a success. You must concentrate on this effect as if you were concentrating on a spell to maintain it.
Blood rites
Starting at level 15, you can delve into the secrets of the deceased. As a ten-minute ritual, you spread your consciousness throughout the mind of the deceased creature, probing and delving for information. You may ask the creature a number of questions equal to your constitution modifier, and if it knows the answer it must answer the questions truthfully. After using a corpse in this manner, it becomes useless, and more questions cannot be asked. You may use blood rites a number of times equal to your constitution modifier (minimum 1), and regain all uses at the end of a long or short rest.
Nightmare child
Reaching the pinnacle of your fell craft, you are a horror to even look at. At level 20 you generate a black aura that infects those around you, boiling their blood with their most primal fears, sapping their will to fight and driving them away. Whenever a hostile creature moves within 30 feet of you, they must make a Charisma saving throw or be inflicted with the frightened condition and spend their actions running away from you for 1 minute. A frightened creature may re-make their saving throw at the end of their turn if they cannot see you, ending the effect on a successful roll. A creature may only be frightened once every 24 hours by this ability.
In addition, you are immune to all fear effects, may use your action to cast the spell Levitate (PHB) on yourself at will, and you gain advantage on saving throws against being charmed.
The Immortal
The immortal is an undying warrior. Always standing at the front of a battle and protecting his less able allies, the immortal champion is driven by a call to glory and the defense of those less able. An immortal does their best to live up to their name, continuing to stand and fight even when they are dealt mortal blows. Their use of the blood bond enhances the defenses of both them and their allies, working to create a living bulwark of flesh and steel. The most powerful members of this pledge are famed for being able to stand in the center of literal armies, fighting long past when others would have fallen to the blades of their foes.
LevelAbility
3Diehard, Immortal endurance
7Bonded defense, Immortal vitality
10Immortal inspiration
15Bonded martyr
20Undying
Diehard
When you choose this pledge at level 3, you gain 3 temporary hit points at the end of each long rest for each blood bonded ally within 60 feet of you. Additionally, as a bonus action on your turn, you may expend 1 of your hit dice in order to gain 4 temporary hit points for each blood bonded ally within 60 feet of you.
Immortal endurance
Also starting at level 3, whenever you finish a short rest, you regain a number of your expended hit dice equal to your proficiency bonus. After using this feature, you must complete a long rest to use it again.
Bonded defense
You and your bonded members share a special link, allowing you to see through each other’s eyes and avoid the attacks of enemies more easily while you take their durability as your own. At level 7, you and any creature you have established a blood bond with increases their armor class by 1.
Immortal vitality
Also at level 7, whenever you complete a short rest you reduce the levels of exhaustion you are suffering from by one.
Immortal inspiration
After reaching level 10 your body has been beaten and forged by battle to become ever closer to perfection. You have no maximum age and are immune to the effects of all forms of aging. Additionally, you may select and learn one additional level 5 or 9 enhancement from your Enhanced Self class feature.
Bonded martyr
You are more capable of taking the pains and hardships of your allies than a normal bloodsworn. Starting at level 15, you may activate this ability as a bonus action to divert even more damage from your blood-bonded allies to yourself. Until the start of your next turn all damage dealt to bonded allies is diverted to you, they automatically pass death saving throws, and they may choose to use your constitution bonus when they roll to maintain concentration checks.
You may use bonded martyr up to 3 times, regaining expended uses whenever you finish a long rest, and the ability automatically ends if you are reduced to 0 hit points. You may end bonded martyr at any time between activation and your next turn.
Undying
Enhancing your body and improving your abilities as much as you can, you become almost impossible to kill. At level 20, you are not incapacitated when you are reduced to 0 hit points and must fail 6 death saving throws in order to die. You may act normally while at 0 hit points but cannot use your Blood Bond or Crimson Revelry class features.
Additionally, if you are forced to make death saving throw, you automatically succeed on the saving throw. If you are damaged while at 0 hit points, you may make a constitution saving throw with [DC 10 + 1/2 damage dealt] to negate any failed death saving throws the hit would impose.
After succeeding on 3 death saving throws, you immediately regain 1 hit point.
The Sanguine Blade
Those of the sanguine blade are walking weapons, honed to hunt spilled blood and built to shed it. They eagerly join in battle, thriving and growing on the din and chaos, delighting in the pitch of conflict and becoming more unstoppable as they become more injured. From the moment it is drawn their blade is coated in blood that is as much a weapon as the steel it surrounds, controlled by the will of the sanguine blade to lethal effect. Their use of the blood bond symbiotically empowers themselves and their allies, increasing their strength and skill. They also become masters of identifying and tracking the blood of other creatures, almost becoming an encyclopedia of the crimson liquid.
LevelAbilities
3Cruor blade
7Bloodhound, butcher's cunning
10Adrenaline surge
15Bonded assault
20Draining blade
Cruor Blade
Starting on the path to be one of the most lethal weapons you can be, you can manifest a flowing coat of blood along your blade. A cruor blade must be a melee weapon that deals piercing or slashing damage, and you increase its reach by 5ft. While you have your cruor blade drawn, you may use your reaction to make an opportunity attack against a creature who moves within your reach unless they use the withdraw action.
Bloodhound
When you reach level 7 you are more in-tune with the blood of others and are more capable of following foes fleeing from you. You have advantage on Wisdom (survival) and Intelligence (investigation) checks to track a creature you wounded, and on Constitution checks and saving throws made to chase a wounded creature. You cannot fail to follow a trail of blood no matter how old or faint it may be. If you study a sample of fresh blood for one minute you may determine the type of creature it came from, and if you have encountered the particular brand of creature before, you may determine its subtype or species.
Butcher's Cunning
Also at level 7, you gain the level 5 body enhancement Crimson Intellect for free. If you already have this enhancement, you may select a different level 5 enhancement instead.
Adrenaline Surge
Your body is a honed weapon, meant to fight hardest when you are put under the most extreme of pressures. Starting at level 10, if you lost hit points between your last turn and your current turn, you may use your bonus action on that turn to make a melee weapon attack.
Bonded Assault
Drawing strength from your blood bonds, you and your allies become more coordinated warriors. Starting at level 15 you and your bonded allies gain a +1 bonus on attack rolls. Additionally, you may add 1/2 of your proficiency bonus (rounded up) to your damage rolls made with melee attacks.
Draining Blade
Reaching the peak of your skill, your blade reeves life from those it strikes, draining it into your body to restore your vitality. Starting at level 20 your cruor blade begins to radiate your choice of radiant or necrotic energy. You choose which kind of energy radiates each time you draw your weapon. Your melee attacks deal 1d10 additional damage of the chosen energy type. You heal lost hit points equal to the damage that this d10 causes.
Ability score increase
At level 4 you may improve your ability scores. You may either increase one ability score by 2, or two ability scores by 1. Alternately, if using the feats variant, you may learn a feat. You gain another ability score increase at levels 8, 12, 16 and 19.
Empowered self
At level 5 your connection to your body and life force allows you to improve yourself, increasing your capabilities. You learn two of the following enhancements you qualify for. At levels 9, 13, 17 and 20 you learn an additional enhancement you qualify for.
Blood Brothers: Your protective instinct allows your blood bond to shield your allies more effectively. Whenever you use your blood bond to take damage for an ally, that ally gains temporary hit points equal to your constitution modifier.
Crimson Intellect: Your mastery of the blood bond gives you the ability to read a creature's essence, allowing you to apply the greatest amount of damage to the weakest points in a creature's defenses. Whenever you hit a creature with an attack you may roll 1 of your unspent hit dice and add the number rolled and your constitution modifier (minimum +1) to the attack's damage. Rolling a hit die in this manner expends it.
Replenishing pool: Your ability to heal while you rest is a bit greater than that of others. You increase the amount of d12 hit dice you possess by 2, and whenever you finish a long rest you regain all of your expended hit dice instead of half.
Speaker of Blood: Learning how to tap into your natural willpower and talent for leadership, you become more influential and capable of directing your allies. You gain proficiency in the Persuasion skill. If you already had proficiency in Persuasion, then you may select a different Charisma skill to gain proficiency in. In combat, you may use your bonus action to direct a blood bonded ally to move up to 10 feet in a direction of their choosing.
Strength of Blood: All parts of the body are connected, and you know how to use this to increase your physical power. You may add half of your proficiency bonus to all Strength checks, and gain proficiency in the athletics skill. If you already have proficiency in athletics, or gain proficiency in athletics from another source later, then you double your proficiency bonus for athletics.
Body and Mind: Your blood is charged with the magic of the bonds and your chosen path, and you may use the strength of your body to shield your mind. You may add your constitution modifier to your intelligence, wisdom and charisma saving throws.
Bonded maneuvers: Members of your blood bond may use you as a bastion of protection, allowing them to flee to you safely. As long as a creature that has a blood bond with you moves within an area that is within your reach, they do not provoke attacks of opportunity.
Vital resonance: When you attack a creature adjacent to one of your blood bonded allies you can call on your friend's strength to guide your blows. Whenever you make a melee attack against an enemy creature that is in the reach of one of your blood bonded allies, you gain advantage on the attack roll.
Warded bond: You are able to shield yourself from some of the harmful effects of using your blood bond. When you deal damage to yourself using your blood bond, the amount of damage you take is reduced by your constitution modifier (to a minimum of 1). This does not affect the amount of damage you redirect when you activate your blood bond class feature, just how much redirected damage you take.
Crimson Tide: If you reduce a creature to 0 hit points with a melee weapon attack, you may use your Crimson Revelry feature without using any actions. You may only use Crimson Revelry in this manner once each turn.
Healing bond: You are able to share a part of the magic that infuses your blood with your bonded allies, helping them recover from their wounds. Whenever an ally who possesses one of your blood bonds recovers hit points from any source, they regain an additional amount of hit points equal to 1/2 your proficiency bonus.
Rapid recovery: When you are struck by an attack, you are able to call on your stamina to soften the blow. When you are dealt damage by any source except your blood bond you may use your reaction to immediately roll 1 of your unspent hit dice and add your constitution modifier to the result. You regain a number of hit points equal to the number rolled. Rolling a hit die in this manner expends it. You may not use this ability if you are making death saving throws.
Shared revelry: Your enthusiasm for battle is infectious, granting your allies increased stamina. When you benefit from your crimson revelry class feature, all of your blood bonded allies are healed an amount of damage equal to your Constitution modifier. This affect does not heal any blood bonded ally with 0 hit points.
Exultant slaughter: You live for combat and bringing your foes a swift death increases your own vitality. When you reduce a creature to 0 hit points, you may choose to roll 1 of your unspent hit dice and add your constitution modifier to the roll. You regain a number of hit points equal to the result. Rolling a hit die in this manner expends it.
In addition, you may also choose to regain half of your expended hit dice (rounded up) whenever you kill a creature. After regaining hit dice in this manner, you must finish a long rest before you can use this part of this feature again.
Perfect Self: You know more ways to empower yourself than other bloodsworn, though the enhancements you know are less potent. You learn three new enhancements, one that you could learn at level 13, one that you could learn at level 9 and one that you could learn at level 5.
Unbroken Heart: Becoming ever closer to the unkillable heroes of legend, you enhance your already great stamina even further. Upon selection of this enhancement, you add half of your proficiency bonus to all Strength, Dexterity and Constitution checks (even checks you are already proficient in) and increase your Constitution score by +4. Your maximum constitution score becomes 24. This is an exception to the rule that a character’s attributes may not normally be above 20.
Extra attack
Starting at level 5 you may make an additional weapon attack when you take the attack action.
Clear blood
Upon reaching level 6 you are able to police your blood, quickly removing and destroying any foreign contaminants. You become immune to diseases and the poisoned condition.
Crimson revelry
Starting at level 6 your body reacts to the chaos of battle, rapidly repairing your wounds and restoring your stamina. If you deal damage to a creature within 30 feet of you on your turn, you may use your bonus action to heal an amount of damage equal to your constitution modifier. (Note: Hit points recovered in this manner are modified by your rapid recovery class feature.)
Crimson sight
At level 11 your mastery over life force allows you to sense the animating force of beings around you. The beating heart of life, the sickening sensation of undeath and even the minute spark of animation that comes from elementals and constructs can alert you to the presence of hidden creatures once they draw close. You gain blind sense out to 10 feet. Your blood-bonded allies are also considered to have blind sense in the 10 foot area around you.
Bonded concentration:
Starting at level 14, if a creature within 60ft of you with whom you have a blood bond is concentrating on a spell, you may take on the burden of maintaining it. If that creature is willing, they lose concentration on the spell and at the same time you begin concentrating on it, transferring control of the spell to you.
If a spell that you gain control of has a range of self, you gain any benefits it confers. Otherwise, the spell’s targets or effects remain the same. Any options that would normally be available to the caster are available to you. Any effect that references your spellcasting ability score uses your Constitution. You can only maintain concentration on the spell for 1 minute or for its remaining duration, whichever is shorter.
You may use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.
Bonded resurgence
At level 18 your mastery of the blood bond makes it so that your allies have a rather hard time dying. If a blood bonded ally within 60 feet of you would be dropped to 0 hit points but not killed outright, you may use your reaction to make it so that the ally regains half of their maximum hit points instead. You must complete a long rest to use this ability again.