Cainite Class

by LoomisKnows

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Cainites

A pale human girl stands looking whispy and frail while men descend on her, only to sink obscured fangs into flesh. Swords clash with claws, but soon she rises in the gore with her prize, a heart to devour. An elf rides into battle on horse back, directing his own blood to lacerate enemies he passes while a bloody veil stretches behind him. A seemingly normal fighter on the battle field intercepts a fireball with a bloody canvas saving his allies at the cost of his own constitution. An ally sits with his friends heart, dining on it to keep some part of him alive in his own body. Knives and forks are sharpened for feasts at tables that are empty and guests who were unaware they were expected.

Cainites are predators, whether drawn to this fate due to a blood curse, famine, depravity, or some other degeneracy, they all share the same fate to devour their fellows.

Cainite
Level Proficiency Bonus Features Frenzy Die Feast Die Capacity
1st +2 Harvester's Adaptions, Feast and Frenzy 1d4
2nd +2 Bloody Revelry, Predator Sense 1d4
3rd +2 Cainite Legacy 1d4 4
4th +2 Ability Score Improvement 1d4 4
5th +3 Extra Attack, Consume 1d6 6
6th +3 Legacy Feature 1d6 6
7th +3 Blood Price 1d6 6
8th +3 Ability Score Improvement 1d6 6
9th +4 Relentless 1d6 8
10th Legacy Feature 1d8 8
11th 8
12th Ability Score Improvement 8
13th 10
14th
15th
16th Ability Score Improvement
17th
18th
19th
20th

Frontline Survivalist

Normal people fear the wolf at the door, whereas Cainite become him. Many Cainites live a life of extreme secrecy fearing retribution for their appetites. As a result, it is not uncommon for them to form 'clans' and 'brotherhoods' between other Cainites of similar abilities.

Whether good or evil, they are usually exceptionally loyal and have a level of honor that is often unexpected of a bloodlusting creature.

They live their lives on the frontlines of combat,

drenched in the visceral gore of their own injuries and fallen foes. While many of them live short existences

due to their affinity for combat or persecution for their monstrous appetites, some return to the wilds to

live as beasts.

Class Features

Hit Points

Hit Dice: 1d8 per Cainite Level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cainite level after 1st

Proficiencies

Armor: Light armor, Shields

Weapons: Martial Weapons

Tools Cook's Utensils

Saving Throws: Dexterity or Charisma, Constitution

Skills: Choose 2 from Athletics, Deception, Insight, Intimidation, Nature, Persuasion

Equipment

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

  • (a) Leather Armor and a dagger (b) Clawed Bracers
  • (a) A martial weapon and a shield or (b) two martial weapons
  • (a) 4 Javelins and a whip (b) a Flail
  • (a) A dungeoneer's pack or (b) an explorer's pack

Harvester's Adaptions

You adopt a specialized method for harvesting what you want from prey. Choose one of the following options. If given another option to select more adaptions you may not pick the same choice again.

Rending Claws

Your hands gain retractable claws designed for rending flesh from the bone. While fighting without holding a weapon you are considered to be duel wielding. If both hands are free, you may use your bonus action to strike with a claw attack.

You may use an attack action to claw an opponent. Your claws do 1d6 + (Strength or Dexterity Modifier) of slashing damage and are considered melee attack actions. You are proficient with your claws.

Bludgeoning Strikes

Your feet have been trained to break bones and crush the mighty shells of fierce defensive opponents. You may use an attack action to kick an opponent, or stamp on a prone opponent. Your kicks do 1d8 + (Stength Modifier) Bludgeoning damage, and your stamps do 1d10 + (Strength Modifier) Bludgeoning damage but can only be used on a prone opponent. Your blows ignore natural resistance to bludgeoning damage unless magical in nature.

Your are proficient with your feet.

Voracious Jaws

You gain retractable fangs and a bite attack. You may use an attack action to bite for 1 (Piercing Damage) + 1d6 + (Strength or Dexterity Modifier) of Necrotic Damage. If a target is grappled, restrained, or incapacitated you may use your bite attack as a Bonus Action.

Consecutive bite attacks have advantage as long as the previous bite attack hit.

Feast and Frenzy

Upon successful use of one of your Harvester's Adaptions, you trigger a Frenzy until the start of your following turn.

In a Frenzy, you cannot cast spells, however, you can maintain concentration on a previously cast spell. During frenzy, strikes using your Harvester's Adaptions do extra necrotic damage equal to your frenzy die. You take this necrotic damage back as temporary hit points until your frenzy ends. You can take Temporary Hit Points every time you strike with your Harvester's Adaptions in a round, but the temporary hit points do not stack.

During a Frenzy, you are locked onto the target that triggered your frenzy. If you wish to attack a different target you must roll a Wisdom Save against 8 + Your Proficiency Modifier, unless the attack is a reaction.

When you reach level 3 and pick a Cainite Legacy you will gain 1 feast die at the end of every round you are in Frenzy. These die are spent on your Cainite Abilities

Temporary Hit Points

Information on temporary hit points is available on page 198 of the PHB. Remember that temporary hit points do not stack, you merely pick the highest total you would like to keep as Temporary Hit Points to replace the previous total.

Bloody Revelry

At 2nd level you've grown used to being knocked around to the point it excites you. During a Frenzy if you are bloodied (Reduced to half health or below) you roll double your frenzy die when attacking with Harvester's Adaptions.

If you score a critical strike while in this state, any temporary hit points you gain become regular hit points and do not replace any temporary hit points you had previously. Healing in this way will overcome abilities that have reduced your max hp.

Predator Sense

At Level 2nd, your senses tune into your frenzy target. You have advantage on Wisdom (perception) or Wisdom (Survival) you make to find the target of your frenzy, as long as they have been hit with your Harvester's Adaptions within the last 10 minutes. If the target is within 60 feet of you, you know it's exact location unless it is submerged in water, and whether it is more or less hurt then when you last encountered it.

Extra attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Consume

Starting at 5th level you may consume your Feast Die as an Action in order to heal your max hp. You heal for double your Frenzy Die, this is doubled if you are bloodied.

Blood Price

At 7th level, you gain the ability to tap into your own spilled blood to weave your magic more effectively. When reduced to a bloodied state the hit point price for your Legacy abilities is halved. The abilities will still work as if they received the full Blood Price regardless.

Relentless

Starting at level 9 you have learned to dance with death more effectively. If an attack would reduce you to 0 you may consume a feast die to make a DC 15 Constitution Saving Throw to be reduced to 1 instead. If a critical save is rolled, the effects of Consume occur.

Cainite Legacies

You've taken the first fumbling steps down a dark path, but where will it lead you? The Legacy of Cain is to feed on the living to sustain yourself, but that path allows a lot of divergence. How will you channel your powers? Every Cainite is drawn to follow a different legacy.

Feast Die

Your feast die are collected from enemies while in a frenzy. You have a feast die capacity, which relates to the number of feast die you can stock pile. You lose 2 feast die per long rest until your number of feast die is equal to your proficiency modifier, this is your resting feast die allowance. If you lack feast die, you'll regain 2 on a long rest up to your proficiency modifier.

Cainite Legacy Quick Overview

Legacy of Blood Bending

A support oriented subclass that creates hostile environments and obstacles to the benefit of allies. Health points are used in constructions.

Legacy of the Antediluvian

An versatile class that focuses on defense while it builds up before focusing on a more offensive strategy.

Legacy of the Blue Mage

A melee spell caster focused on self augmentation and buffs

Legacy of the Soul Reaver

An offensive ranged melee subclassed focused on Psychic damage and physical attacks.

Legacy of Blood Bending

Blood Bender Notes

A field tactician that gives support to allies by owning the field

Cainites who Blood Bend throw themselves into frenzy to gather the resources to become terrifying opponents in battle. Intelligent and often cruel, they construct bloody claws and fangs

Bloody Construction

Your blood is strong and what you build with your blood born abilities can help shape a battle. Starting at level 3, you gain a primal understanding of blood bending. For every construction you'll need to spend Feast Die and your own Hit Points or temporary hit points. Constructs can be attacked directly and have hit points equal to the amount you put into them. They are immune to psychic damage. Additionally, they share any vulnerabilities or resistances you have.

Constructs can be consumed as a bonus action, whatever hit points they have left will restore your hit point maximum. Constructs last 1 minute unless otherwise stated, when the time is up they'll be consumed as a free action.

Cover

Requires 1 Feast die and 10 hp per 10ft length, 1 action

Creates a low wall that provide half cover to those sheltering behind it. It is approximately 1ft thick for every 10hp spent to create it and 10 ft in length. You can spend as much hp as you want on the length of the wall, but the height or reinforcements can only be made on subsequent turns.

The wall can be reinforced and made taller on subsequent turns. It's AC is equal to 8+ your Proficiency + Charisma Modifier and it automatically fails dexterity saving throws.

Tether

Requires 1 Feast die and 5 hp, bonus action.

A bloody tether is sticky to the touch and can be attached to objects or creatures. Once created, a tether attached to you can be used as a bonus action to move you or a willing creature to the base of the tether with a range of 30ft. The movement is involuntary and does not allow for attacks of opportunity, however the tether itself may provoke an attack of opportunity when entering an enemy's melee range.

On an unwilling opponent, a tether can be used to forcibly drag opponents 15ft toward them. It requires a contested strength save against you and the unwilling creature.

Tethers that are attached to the ground are treated as allied creatures, enemies that enter their space will provoke attacks of opportunity. They cannot flank. Their melee attack range is 10ft, and their to hit bonus is proficiency modifier+ strength modifier.

Tethers attached the ground but not to you can make an attempt to be attached to an enemy creature as a bonus action. The enemy makes a Dexterity Save against The Tethers DC (8+proficiency Modifier+Charisma+1 for every tentacle within 10ft of the target.) if the tether succeeds it will stick to the target and requires a contested strength save between you and the target in order to get free. If a target is tethered it cannot move out of the 30ft range of the tether unless you release it (Free action)

Interceptor

Requires 1 feast die per 5ft of range, reaction

When you see an ally under attack you can spend your reaction to create a blood veil that will absorb an amount of damage equal to the amount of HP you put into it. It can only withstand one attack before losing form and cannot be consumed. It cannot intercept psychic damage.

If the damage exceeds the HP of the veil then the overflow will hit the target it was directed at.

Legacy of the Antediluvian

Something ancient sleeps beneath your skin, and as you tap into it, it wants to get out.

There was once a pale man with dark hair who was very lonely... Why was it lonely? All things must meet this man, so they shunned him. Did he chase them all? He took an axe, and split himself in two... So he will always have a friend...? ...So he will always have a friend.

-The Kindred

Slumbering Anima

Upon picking the legacy of the Antediluvian at level 3, you learn to tap into the hidden ferality in your blood. The Beast slumbers inside your chest and craves passage into the open.

The Beast's starting level is equal to your Charisma Modifier with a minimum of 1. The Beast will grow every round you are in Frenzy until it reaches a level equal to your proficiency bonus. After this it will grow every time you spend a feast die on a Cainite Legacy related ability or score a critical hit with a Harvester's Adaption. If The Beast's level surpasses your proficiency bonus then you will gain a corresponding Unintended Adaption until The Beast's level is lowered. Abilities and Adaptions accumulate with the beasts level.

Your Animus level will reset to zero on a short or long rest or if you are knocked unconscious.

Slumbering Anima Passives
Animus Level Passive Ability Unintended Adaption
1 You understand Primordial
2 12-36
3 You gain the use of a second Harvester's Adaption of your choice
4 73-108
5 109-144
6 30ft of Devil Sight 2 Feast Die: You surround yourself in a 15ft radius veil of blood centred on you that acts as magical darkness for a number of rounds equal to your Charisma Modifier. The Veil sap (4)1d6 of your hit points per round Your Creature type is now Fiendish
7 The Mage Slayer Feat 1 Feast Die: Reaction against a creature attempting to charm or frighten you that provides advantage. You have disadvantage on all check against The Beast or Frenzy
8 Immutable Form: Can't be polymorphed or physically changed without consent 2 Feast Die: Operate under the effects of the Enlarge Spell for a number of rounds equal to your Charisma Modifier You are now 1 size class larger
9 253-216

Awakened Animus

Upon reaching sixth level, you learn how to call forth The Beast growing in your chest, but that beast also becomes more impatient to be free.

As an action, you can release The Beast whose form is chosen by you from the forms listed. Depending on its Animus Level it will inflict different amounts of necrotic damage to the player character when released.

The beast will roll its own initiative. It consumes 1d4 of the player's hit points at the end of its turn and heals for double the worth. When reduced to 0 hit points it is banished from combat and your animus level is reset. While active, the Animus can use your feast die to utilize certain abilities.

If you allow your animus level to exceed your capacity (which is equal to your Proficiency Bonus) then at the start of your turn you roll a 1d6 for every level over capacity your animus is. If you roll a 6 on any of the die then The Beast bursts forth in its Chaos Form, inflicting double the damage it normally would, had it been released as an action, and consuming all of your feast die. If this would reduce you to zero hit points it will reduce you to 1 instead and give you disadvantage on Constitution saving throws until your next long rest.

Blood Weaponry

Requires 2 Feast die, bonus action

Using your blood and feast die you augment your claws to be more deadly. Depending on how many hit points you spend. Like the usual constructs these augmentations can be targeted directly and have HP equal to the amount you spend and can also be consumed.:

Bladed Recall

At 10th level you may use your action to recall any or all constructs you have created. The blood used will return in straight lines that are 5ft wide. Enemies in the path of the blood will take 1d6 of damage for every 10 hit points in the construction.

Blood Gigas

Starting at 14th Level, you have sufficient mastery of your blood to create a Blood Gigas. This is accomplished by creating 5 stacks of Gigas Levels on your with your Bloody Augmentation feature.

Any augmentation you have will become part of the Gigas. The Gigas shares the same statistics as the player, but has an amount of hit points equal to the hit points used to create the augmentations. It's a large creature that is immune to psychic attacks and cannot be charmed or frightened. It is considered a construct. The Gigas' attacks come from whatever weaponry was used in its creation.

The Gigas will prioritize frenzy targets and targets attacking its master (unless ranged). A gigas can not be consumed unless it is out of combat.

Legacy of The Blue Mage

Blue Mage Notes

A magic user who uses spells only when it eats

Blue magic is a sect of aracana dedicated to eating the opponent in order to absorb their abilities.

Adapt Weaponry

Using 2 feast die you may sheathe any weapon you hold in your own blood. The weapon can then be used in lieu of your Harvester's Adaptions and is granted the additional damage of your frenzy die. Any weapon you adapt this way, you are proficient in until your next longrest.

Spell Casting

You may use your feast die in lieu of spell slots. Your spell casting modifier is Charisma and you cannot learn cantrips. See table to see how many feast die are used per spell slot. You may casts spells of any level but you must construct at least 1 spell slot for each level of spell slot below the spell you are casting.

Skin Walker

Attacking with your Harvester's Adaptions allows you to know the type of creature you are dealing with. As a bonus action, you can spend a feast die to shift your own creature typing to the same as your opponent. This provides you with advantage on Charisma (persuasion) and Charisma (deception) checks against that creature and allows you to communicate with and understand it.

Grim Harvest

As a Bonus Action, you may spend a feast die to manifest an ability correspondent to the type of creature you most recently hit with your Harvester's adaptions.

Legacy of Pishachas

Said to be the damned children of flesh eating demons, pishachas are usually tieflings.

 

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