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Thread: The Bloodsworn (Base class)

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    Default The Bloodsworn (Base class)

    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


    ((Image does not belong to me and is being used as an example, nothing more))

    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 affinity to blood, both their own and others, and that such techniques can be practiced and perfected. Hardened to pain and struggle, the bloodsworn use their supernatural dominion of the cruor to influence both their own bodies and life force and those around them. From strengthening allies and sharing magic, to twisting minds and manipulating dead flesh, 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 the protection of 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.

    Creating a Bloodsworn

    Level Proficiency bonus Class features Enhancements
    1 +2 Blood bond, bonded communication --
    2 +2 Fighting style, natural healer --
    3 +2 Crimson pledge feature --
    4 +2 Ability score improvement --
    5 +3 Empowered self, extra attack 1
    6 +3 Clear blood, Crimson revelry 1
    7 +3 Crimson pledge feature 1
    8 +3 Ability score improvement 1
    9 +4 Empowered self 2
    10 +4 Crimson pledge feature 2
    11 +4 Crimson sight 2
    12 +4 Ability score improvement 2
    13 +5 Empowered self, mettle 3
    14 +5 Bonded concentration 3
    15 +5 Crimson pledge feature 3
    16 +5 Ability score improvement 3
    17 +6 Empowered self 3
    18 +6 Bonded resurgence 4
    19 +6 Ability score improvement 4
    20 +6 Crimson pledge feature 4

    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

    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 background.

    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.


    Abilities
    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. As a reaction when a creature within 60 feet of you with whom you have a blood bond would be dealt damage, you may choose 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.

    Spoiler
    Show
    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 rolls. However, since Sam has a blood bond with Tim, he may use his reaction to absorb up to half of the incoming damage, reducing the damage dealt to Tim by 5, meaning that Sam and Tim take 4 damage each (as you round 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 use his reaction in response to this attack, reducing the damage further to a total of 2 damage going to both PC's.


    Bonded communication: The blood bond creates a living network that the bloodsworn and their allies can use to communicate. Starting at level 1, 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 creatureís attack roll. You must be wielding a shield to use this ability.


    Natural healer: 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 2 whenever a class feature, spell or other effect causes you to regain hit points, you regain additional hit points equal to your proficiency bonus (rounded down).

    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.

    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 one of the following enhancements you qualify for. At levels 9, 13 and 18 you learn an additional enhancement you qualify for.
    Spoiler
    Show
    Spoiler: Level 5 enhancements
    Show
    • Blood Brothers: Your protective instinct allows your blood bond to shield your allies more effectively. When 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. Upon selecting this enhancement you may roll 1 of your unspent hit dice whenever you hit a creature with an attack and add the number rolled 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. Upon selecting this enhancement 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. Upon selection of this enhancement you gain proficiency in the Persuasion skill, and may use your bonus action to direct a blood bonded ally to move up to 10 feet in a direction of their choosing. If you already had proficiency in Persuasion, then you may select a different Charisma skill to gain proficiency in.
    • 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 gain expertise in athletics.


    Spoiler: Level 9 enhancements
    Show
    • 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. Upon selecting this enhancement you may add your constitution modifier to your wisdom saving throws instead of your wisdom modifier, assuming it is higher.
    • 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 a square 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 adjacent to 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.


    Spoiler: Level 13 enhancements
    Show
    • Crimson Tide: When you benefit from your crimson revelry class feature you may also make a Constitution saving throw to end the effect of a spell or condition you are suffering from, rolling against its save DC. If you succeed on this saving throw the spell or condition ends immediately and you may continue your turn without suffering the negative effects.
    • 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 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.


    Spoiler: Level 17 enhancements
    Show
    • Exultant slaughter: You live for combat, and bringing your foes a swift death increases your own vitality. When you kill a creature 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 6 of your expended hit dice whenever you kill a creature. After regaining hit dice in this manner you must finish a long rest before you can use of that 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 characterís 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. Hit points recovered in this manner are modified by your Natural Healer 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 blindsense out to 10 feet. Your blood-bonded allies are also considered to have blind sense in the 10' 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 he or she loses 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 spellís 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 1+your Constitution modifier, 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 is at 1 hit point instead. You must complete a long or short rest to use this ability again.

    Subclasses

    Spoiler: Blood Lord
    Show
    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 most pure intentions...

    Level Abilities
    3 Expanded pool, manipulative bond
    7 Infest corpse
    10 Bloody hold
    15 Blood rites
    20 Nightmare child

    Abilities: 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 an unspent 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. Manipulative bond may be used once per long or short 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 one unused hit die to infest a corpse that you touch with one of the following effects, causing the conditions listed within it. Any corpse that is infested becomes desecrated, and must either be brought to a hallowed area or restored by the spell greater restoration before it can be animated or raised from the dead. Infest corpse may be used once per long or short rest.
    • Nightmare engine: The corpse begins to ooze a black, endlessly shifting pool of shadows that reach out and infect the minds of those around it. For one minute, any creature other than you who starts their turn beside or moves adjacent to the corpse must make a Wisdom saving throw or become charmed. Creatures charmed by this effect immediately fall to their knees and become unable to move or take actions as their thoughts are overwhelmed with the horrors spawned by your mind. A creature may remake this saving throw at the end of their turn, freeing themselves on a successful saving throw and becoming immune to the effect of nightmare engine for the next 24 hours. Creatures immune to psychic damage are immune to this ability.
      Nightmare engine may be maintained for up to 1 minute.
    • Putrefy: You cause the corpse to emit a sickening, blinding aura of disease. Any creature other than you and your blood bonded allies that start their turn or moves within 10 feet of the corpse must make a Constitution saving throw or have disadvantage on all of their attack rolls and ability checks until they manage to start their turn outside of this range. In addition, you may select any one disease that you have encountered to infest the corpse with, causing all hostile creatures within the same radius to make a saving throw at your save DC against contracting the disease. Diseases created by this ability go through their full incubation period as normal, and are treated in all other ways as if they were normal diseases. Creatures immune to disease are immune to the effects of this ability.
      Putrefy may be maintained for 1 hour.


    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 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 once per 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 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.


    Spoiler: The Immortal
    Show
    The Immortal Champion
    The immortal champion 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 themselves 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.

    Level Ability
    3 Diehard, immortal endurance
    7 Bonded defense
    10 Immortal inspiration
    15 Bonded martyr
    20 Undying

    Diehard: When you choose this pledge at level 3, you gain 5 temporary hit points at the end of each long or short rest for each blood bonded ally within 60 feet of you.

    Immortal Endurance: Also starting at level 3, you increase your maximum hit points by 1 for each Bloodsworn level you possess. Additionally, when you are not wearing any armor your Armor Class becomes 10 + your Dexterity bonus + your Constitution bonus. You may use a shield and still maintain this benefit.

    Bonded defense: You and your bonded members share a special link, allowing you to see through each otherís 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 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 one additional level 5 or 9 enhancement from your Enhanced Self class feature, bringing you up to 5 known by level 18.

    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 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 (DC 15 or 1/2 damage dealt, whichever is greater) to negate any failed death saving throws the hit would impose.
    After succeeding on 3 death saving throws, you regain 1 hit point.


    Spoiler: Sanguine Blade
    Show
    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. Finally, they become masters of identifying and tracking the blood of other creatures, almost becoming an encyclopedia of the crimson liquid.

    Level Abilities
    3 Cruor blade
    7 Adrenaline surge, butcher's cunning
    10 Bloodhound
    15 Bonded assault
    20 Draining 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.

    Adrenaline Surge: Your body body is a honed weapon, meant to fight hardest when you are put under the most extreme of pressures. Starting at level 7, when you are at or below half of your maximum hit points, you may use your bonus action each round to make a melee weapon attack.

    Butcher's Cunning: Also at level 7, you gain the Crimson Intellect enhancement for free. If you already have this enhancement, you may select a different level 5 enhancement instead.

    Bloodhound: When you reach level 10 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 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.

    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, and 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, you become much more lethal and difficult to kill. 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 the chosen energy causes.
    Last edited by Gnomes2169; 2019-04-28 at 09:48 AM.