Bloodmaster 5e Class

by Vaydin, Chaos Master

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Bloodmaster Class

Disclaimers

I would like to explain now that I am not the most eloquent writer. I will try to include some slight description of the class and what it entails but ultimately I won't describe much beyond statistics and basic constants of their use, and this vaguery can be to your advantage as you can customize the cosmetic properties of your abilities to a fuller extent.

This class is made to follow a system of homebrew rules that allow for leveling up to level 50 (link to said rules will be included below). You do not have to use the features contained in levels 21-50, but rather they are included for reference for those who do.

There is a being called Rlo that will be mentioned in the origins of this class. The title "Grand Deitica" refers to a position of power used instead of high deity in my campaign (information on deiticas and other variant deity and deity ascendance systems can be found in another document I'm working on), and should be treated as if I called him a god of death for standard D&D context.

Credits

A special thanks to my fellow adventurers in my party, who put up with change after change in order to help me create and balance this class

Reaching Me

If you have any questions about the class, suggestions on balancing or features, or want to playtest the class, feel free to email me at imdrakodinfe@gmail.com.

Multiclassing

Ultimately the class varies largely depending on which subclass is chosen, so I have elected not to put down specific multiclassing requirements. I recommend making a requirement of a minimum of 13 in constitution, and granting proficiency in alchemist's supplies, but other than that I believe you should require what makes sense for the subclass you intent to choose.

Background and History

The Legend of Strahd von Zarovich, lord of castle Ravenloft, is well known by many historians as the origin of vampires. There was, however, a different origin. The first vampire was not a mythical undead of legend, nor was it a fearsome creature of the night. The first vampire was instead a rather awkward gnome who sought to improve his crippled body.

Alsei, a rock gnome born with hideously disfigured legs and a misshapen lung, always envied others. He envied their bodies that functioned as they wished, and their carefree casualness of using them. He envied even more the magnificent creatures of the world, able to fly, and breath fire, or breath under the sea. He made it his mission in life to obtain these traits, often hiring adventurers to gather materials for him to study.

At long last, after decades of research, he did it. He successfully transfused a troll's blood with his own, healing his legs and lung. For the first time in his life, he could walk. But not that he had this, what was to stop him from gaining all of these magnificent things creatures enjoyed? He forged an army, promising immortality to all that served him, and he slew many thousands of monsters in order to obtain their blood. At the end, when he was confronted by Rlo, the Grand Deitica of Death, He had obtained immortality. He had the strength of dragons, the ageless life of angels, the magic of they fey, and much more.

Rlo demanded that he turn aside from this path, or simply limit the cruelty of his rampaging. Alsei refused, and a battle ensued. Rlo attempted to spare Alsei's life, but the gnome would rather die than give up his dream.

It was thought that the art of such things was lost from the multiverse then, but it has arisen in you. Will you be another warmonger akin to Alsei, or will you use your power to bring yourself closer to your goals? Only blood and time can tell.

VERY IMPORTANT NOTE

Due to the nature of this class it is impossible to play it as a warforged (unless you have a custom one that relies on a liquid like blood that serves the same purpose)

Bloodmaster
Level Proficiency Bonus Features Blood Arts Blood Points
1st +2 Blood Infusion, Blood Order
2nd +2 Blood Arts, Alchemical prowess, Blood Order Feature 1 4
3rd +2 Blood Gathering 1 6
4th +2 Ability Score Increase 1 8
5th +3 Blood Order Feature 1 10
6th +3 Stolen Limbs (1) 1 12
7th +3 Evasion 2 14
8th +3 Ability Score Increase 2 16
9th +4 Replicator 2 18
10th +4 Blood Arts Improvement 2 20
11th +4 Blood Order Feature 2 22
12th +4 Ability Score Increase 2 24
13th +5 Sanguine Notes 3 26
14th +5 Blood Order Feature 3 28
15th +5 Alchemical Prowess Improvement 3 30
16th +5 Ability Score Increase 3 32
17th +6 Blood Infusion Improvement 3 34
18th +6 Blood Order Feature 3 36
19th +6 Ability Score Increase 4 38
20th +6 Manifest Aspect (1) 4 40
21st +7 Epic Boon, 2nd Blood Order Feature 4 42
22nd +7 Ability Score Increase, 2nd Blood Order Feature 4 44
23rd +7 Magic Resistance 4 46
24th +7 Blood Arts Improvement 4 48
25th +8 Epic Boon, 2nd Blood Order Feature 5 50
26th +8 Ability Score Increase 5 52
27th +8 Blood Sense 5 54
28th +8 Lifeblood 5 56
29th +9 Epic Boon 5 58
30th +9 Ability Score Increase 5 60

Sorry for the weird spacing, it didn't fit properly if I didn't set it up like this

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Bloodmaster (cont.)
Level Proficiency Bonus Features Blood Arts Blood Points
31st +9 Epic Boon, 2nd Blood Order Feature 6 62
32nd +9 Bloodmaster's Aura 6 64
33rd +10 Blood Infusion Improvement 6 66
34th +10 Ability Score Increase, 2nd Blood Order Feature 6 68
35th +10 Epic Boon 6 70
36th +10 Sap Vitality 6 72
37th +11 Stolen Limbs (2) 7 74
38th +11 Ability Score Increase, 2nd Blood Order Feature 7 76
39th +11 Epic Boon 7 78
40th +11 Sanguine Notes Improvement 7 80
41st +12 Epic Boon 7 82
42nd +12 Ability Score Increase 7 84
43rd +12 Alchemical Prowess Improvement 8 86
44th +12 Blood Sense Improvement 8 88
45th +13 Epic Boon 8 90
46th +13 Ability Score Increase 8 92
47th +13 Magic Immunity 8 94
48th +13 Blood Infusion Improvement 8 96
49th +14 Epic Boon, Bloodmaster's Aura Improvement 9 98
50th +14 Ability Score Increase, Manifest Aspect (2), Sanguine Demigod 9 100

Class Features

As a Bloodmaster, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Bloodmaster level
  • Hit Points at 1st Level: 8 + your constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per Bloodmaster level after 1st

Proficiencies


  • Armor: light armor
  • Weapons: simple weapons
  • Tools: Alchemist's Supplies

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, Deception, History, Insight, Investigation, Medicine, Nature, Perception, and Survival

Equipment

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

  • (a) a dagger or (b) any simple melee weapon
  • (a) a sling or (b) a dagger
  • Leather armor, an explorer's pack, 10 vials (empty), 2 vials (filled with blood from a CR 1/4 or lower beast), and a set of Alchemist's Supplies

Blood Infusion

Starting at first level, you have learned how to temporarily give yourself the power other creatures wield. As a Bonus Action, you can drink one vial of blood. For one minute, you gain one of the following benefits pertaining to the creature who's blood you drank:

  • Resistance to a damage type the creature was resistant or immune to
  • One attack the creature has that is not limited to a specific limb, such as a breath weapon or a mind blast
  • One feature the creature has, besides legendary actions or legendary resistance

You can end any active Blood Infusion as a free action, and you can only have a number of infusions active simultaneously equal to your constitution modifier (minimum of 1). Over the course of an hour of light activity, you can convert up to 4 ounces of creature blood into Infusible Blood, which is compatible with this ability. Non-Infusible Blood has no effect. Blood is Infused in 4-ounce increments (the same amount as can be held in 1 vial).

Starting at 17th level, you gain these benefits for the duration of a long rest or until you choose to end them, and you can Infuse immunity to a damage type that the creature was immune to. In addition, you may convert up to 8 ounces of creature blood into Infusible Blood over the course of an hour of light activity.

Starting at 33rd level, you can infuse one legendary action using an Infusion or a +1 bonus to AC if the creature had a natural AC of 20 or higher. You can now also convert up to 16 ounces of creature blood into Infusible Blood over the course of an hour of light activity.

At 48th level, you have achieved mastery over your Infusions, your Blood Infusions now last until you choose to end them, you can now add one use per day of legendary resistance or a +2 bonus to AC if the creature had a natural AC of 25 or higher as an Infusion, and each Infusion you have can provide two of the listed effects (if the creature who's blood was used for the Infusion possessed at least two of these features), provided that the total number of legendary actions does not exceed 3 and the total number of legendary resistances does not exceed 2.

Blood Order

At 1st and 21st level you can choose a Blood Order, which will determine what effects you get from your Blood Order features as you delve into different areas of your powers. You can choose either the Alchemist Order, the Baneful Order, the Bloodweaver Order, the Hunter Order, or the Venomous Order. Your 1st Order, chosen at level 1, grants you features and 1st, 2nd, 5th, 11th, 14th, and 18th levels. Your second Order grants you features at 21st, 22nd, 25th, 31st, 34th, and 38th levels. Subclasses are detailed at the end of the class description.

Alchemical Prowess

Starting at 2nd level, your use and knowledge of alchemy has improved. During a long rest you may spend two hours making a DC 20 Arcana check. On a success, you may produce your choice of a potion of healing or alchemist's fire.

At 15th level, you can choose to make any combination of the two during your long rest, so long as you make only two or less in total.

At 43rd level, your mastery over Alchemy has reached its peak. You can replace the potions of healing made with this ability with potions of greater healing, and replace the alchemist's fire made with this ability with alchemist's inferno, Which is identical to alchemist's fire except for the save DC now being 25, and the damage now being 8d6 fire damage. You can make any combination of the two during each long rest, so long as you make less than five in total.

Blood Arts

Starting at 2nd level, you gain the ability to use Blood Arts, mystical ways to use blood to create various effects. You know a number of Blood Arts shown in the Blood Arts column, in addition to those granted by your Blood Orders. You also have a supply of Blood Points equal to twice your level, shown in the Blood Points column of the Bloodmaster class table. You may spend these points on Blood Arts or other features that make use of them.

  • Your Blood Arts save DC is equal to 8 + your constitution modifier + your proficiency bonus
  • Your Blood Arts attack modifier is equal to your intelligence modifier + your proficiency bonus

At 10th level, your Blood Arts gain additional effects and cost one less Blood Point to use (minimum of 1 Blood Point).

At 24th level, your Blood Arts gain even more effects, and cost one less Blood Point to use (minimum of 0 Blood Points).

The Blood Arts List will be detailed at the end of the class description.

Blood Gathering

Starting at 3rd level, you gain the ability to reap better blood from your fallen enemies. As an action, you can extract a number of ounces of creature blood equal to your intelligence modifier * 4 (minimum of 4). This creature blood is treated as Infusible Blood, and does not require you to turn it into Infusible Blood. You can use this feature a number of times per long rest equal to your Proficiency Bonus. This ability has no effect on constructs.

Ability Score Increase

At level four, you can choose one ability score to increase by two, or two ability scores to increase by one. You can also choose to forgo increase your ability scores in order to obtain a feat. You cannot cause an ability score to exceed 20 with this feature until level 21, at which point your new ability score maximum becomes 30. Starting at level 21 you can instead increase your ability scores a total of three points, or one point and one feat, and starting at level 40 you can increase your ability scores by a total of four points, or two feats, or a feat and two points.

Stolen Limbs

At 6th level you begin to more fully emulate the creatures you slay. Over the course of one hour of light activity, you can magically replace one of your limbs with a matching limb from another creature who's CR is equal to or lower than your level. For example, a level 20 Bloodmaster could replace their right arm with the right foreleg of an Ancient White Dragon. In order to do this, you must have the carcass of the creature you are taking the limb from present (or at least the limb you plan to use).

The limb uses the original creature's strength and dexterity scores for ability checks, however it uses your skill proficiencies. The limb will also retain any features that the limb would be able to employ, except legendary actions (for example the eye of a beholder would be able to cast eye rays). Any senses of vision are kept if you replace an eye, such as any truesight or darkvision. Blindsight and tremorsense can be applied to various limbs as the DM sees fit. If wings are Stolen, you can choose to have them present attached to your back (fitted to your frame, so they aren't tiny nor overly large) or to have them appear as a rather intricate tattooed rendition of them on your back, which grows out into the wings as a bonus action. Attempting to use this feature on a humanoid creature that is of the same species as you has no effect. You cannot use this effect on the limb of a construct. When you Steal a Limb, it appears to fade into mist which is absorbed by a matching limb you possess.

The following limbs can be Stolen:

  • Wings (in pairs unless you wish for only one, in which case you gain no flying speed until you have two)
  • Tails (singular)
  • Arms (singular)
  • Legs (singular)
  • Paws/hands/feet (in pairs or singular)
  • Eyes (singular)

These limbs are not normally present unless you lacked the limb before you Stole it, however it will change to fit your frame (so a gnome with no hand who Stole a Red Dragon's Foreleg wouldn't have to lug the full size thing around). When you use the limb to perform actions only it possesses or use features only it has it will appear to reflect what it once was, otherwise only slight change will be noted about your limb (such as a faint scale-like tattoo or a change in eye color). Attacks made with Stolen Limbs count as being magical for the purpose of overcoming resistance and immunity.

You can exchange your Stolen Limb(s) with other limbs that meet the requirements that you have access to at the end of a long rest.

At 37th level, you can have a 2nd Stolen Limb. This limb can be a second of any limb you only have one of, but cannot be a limb you already have two of (for example you can't have more than 2 wings).

Evasion

Starting at level seven, you become increasingly dexterous. When you are forced to make a Dexterity saving throw, you take only half damage on a failed saving throw and no damage on a successful one. You must be conscious to use this feature.

Replicator

Starting at 9th level, when you are using Alchemist's supplies or other tools your are proficient with to create a potion or magic item that you have encountered before, you have advantage on all checks related to creating that item (for example if you have previously drunk a potion of hill giant strength you would have advantage on checks to make another).

Sanguine Notes

At 13th level, you've become used to analyzing a creature's anatomy to learn about it. You can dedicate one or more notebooks to being your Sanguine Notes, in which you can retain an encyclopedia on creatures you have killed. Whenever you encounter the carcass of a creature or living undead that is unmoving, you can take one hour to learn and record one of the following traits:

  • one resistance or immunity the creature has
  • the creature's creature type
  • the creature's alignment
  • one of the creature's ability scores
  • one action the creature has
  • one legendary action the creature has
  • one bonus action the creature has
  • one reaction the creature has
  • one lair action the creature has
  • one lair effect the creature has
  • the creature's hitpoints
  • the creature's Armor Class
  • the creature's Challenge Rating
  • one sense the creature has
  • one saving throw the creature has proficiency in
  • one skill the creature has proficiency in
  • one condition immunity the creature has
  • one feature the creature has

At 40th level you can record a number of traits equal to your intelligence modifier per hour.

Manifest Aspect

At 20th level, you have learned how to absorb creatures' traits even more powerfully

Once per long rest, you can Infuse blood from a creature that has a Challenge Rating equal to or less than half your level (rounded down). For one minute, you transform into that creature, possessing all of its features except its alignment and intelligence, wisdom, and charisma scores, as well as spellcasting. After this effect ends, you suffer two levels of exhaustion.

At 50th level you can use this feature twice per long rest, and only suffer one level of exhaustion per use. In addition, you gain the creature's spellcasting abilities, and have a Spell Save DC and Spell Attack Modifier based on your Intelligence modifier.

Epic Boon

At 21st, 25th, 29th, 31st, 35th, 39th, 41st, 45th, and 49th level you gain Epic Boon, as described in the Dungeon Master's Guide.

Magic Resistance

At 23rd level, you have built up resistance to magical effects. You have advantage on saving throws against spells and their effects, and have resistance to the damage of spells.

Blood Sense

At 27th level, your senses have innately adjusted to register the presence of blood. You know the location of any creature within a 120 foot radius sphere of you that isn't a construct or variety of undead that lacks blood (such as a skeleton or will o' wisp). You do not know what kind of creature it is, nor their exact location, only the direction they are relative to you and the number there are. This ability has no effect on constructs.

At 44th level this radius increases to 240 feet, and you learn the creatures' exact location, however you do not know their creature type.

Lifeblood

At 28th level you have learned to preserve some of your healthiest blood for when you need it most. When you are reduced to zero hitpoints, you can make a constitution saving throw with a DC equal to 8 + half of the damage you took. On a success, you instead drop to one hitpoint. You can use this feature a number of times per long rest equal to your intelligence modifier.

Bloodmaster's Aura

At 32nd level, you begin to give off an aura of evolution and death. All friendly creatures within a 30 foot radius of you have advantage on wisdom saving throws, as well as a +1 bonus to attack and damage rolls made with weapon and magic attacks. Ally's spell save DC also increases by 1 while within this radius.

All creatures of your choice within the range of your aura must succeed on a wisdom save against your Blood Arts save DC or become afraid of you for one minute. While they are afraid of you in this way, they have disadvantage on saving throws made against your Blood Arts

At 49th level the radius of your aura increases to 60 feet. In addition, all allied creatures within this radius gain a +2 bonus to attack and damage rolls made with weapon or spell attacks instead of a +1 bonus, ally's spell save DCs increase by 2 instead of 1, your Blood Arts save DC increases by 1, and creatures that are afraid of you from this ability suffer a -1 penalty to saving throws. This ability has no effect on constructs.

Sap Vitality

At 36th level, you have learned to extract blood from your foes during combat. When you hit an enemy with a Blood Art attack or weapon attack, you can inflict 3d8 necrotic damage that ignores resistance on a hit, restoring a number of Blood Points equal to half the amount of damage dealt. You can use this feature a number of times per long rest equal to your intelligence modifier. This ability has no effect on constructs.

Magic Immunity

At 47th level, you have obtained complete immunity to magic. You automatically succeed on all spell saving throws and are immune to damage from spells.

Sanguine Demigod

At 50th level, your Bloodmaster skills have reached their peak. Any hostile creature within your Bloodmaster's aura suffers 4d6 necrotic damage at the start of each of their turns. This damage triggers sap vitality. You can also use sap vitality using 5 Blood Points per use. In addition, if a creature succeeds on a saving throw against one of your Blood Arts while within your Bloodmaster's Aura, you can choose to have them fail instead. You can use this feature a number of times per long rest equal to your intelligence modifier.

The Alchemist Order

The Alchemist Order is based on prioritizing your ability to create potions, and increases their effectiveness.

Alchemist Order Features

Level Features
1st/21st Alchemical Secrets
2nd/22nd Alchemical Blood Art
5th/25th Forbidden Knowledge
11th/31st Bolstering Creations
14th/34th Destructive Liquids
18th/38th Secrets of Alchemy

Alchemical Secrets

At 1st or 21st level, once per long rest, when you use a Blood Infusion, you can also choose to gain one sense the creature has, such as blindsight or darkvision, for the duration of the Infusion.

Alchemical Blood Art

At 2nd or 22nd level you learn the Blood Elixir Blood Art, in addition to the other Blood Arts you know. This Blood Art does not count against the number of Blood Arts you know.

Forbidden Knowledge

At 5th or 25th level you begin to learn alchemical secrets that shouldn't be known. You learn how to create a potion of Rupturing, and can craft it using 4 ounces of Infusable Blood and your alchemist's supplies over the course of 1 hour. The potion of rupturing has the following effect: "When a creature is splashed by this potion, it must succeed on a constitution saving throw contested by the crafter's Blood Arts DC or take 6d6 necrotic damage as their blood vessels rupture, or half damage on a success." The potion of rupturing has no effect on constructs.

Bolstering Creations

At 11th or 31t level, when you create a potion of healing or potion of greater healing using your Alchemical Prowess feature, it restores an additional amount of hitpoints equal to twice your intelligence modifier.

Destructive Liquids

At 14th or 34th level, your potion of rupturing improves, now dealing 8d6 necrotic damage plus 1d6 psychic damage on a hit.

Secrets of Alchemy

At 18th or 38th level, you have learned and implemented many alchemical secrets. The amount of money, resources, and time it takes to brew any potion in halved, including potions you brew using your Bloodmaster features.

The Baneful Order

The Baneful Order is based around using your skills (in particular Blood Arts) to achieve supremacy in martial combat.

Baneful Order Features

Level Features
1st/21st Martial Proficiencies
2nd/22nd Blood Weapon Blood Art
5th/25th Extra Attack
11th/31st Blood Armor Blood Art
14th/34th Severance
18th/38th Baneful Blood Art

Martial Proficiencies

At 1st or 21st level, you gain proficiency in martial weapons, medium armor, and shields.

Blood Weapon Blood Art

At 2nd or 22nd level, you learn the Blood Weapon Blood Art. This Blood Art does not count against the number of Blood Arts that you know.

Extra Attack

At 5th or 25th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Blood Armor Blood Art

At 11th or 31st level, you learn the Blood Armor Blood Art. This Blood Art does not count against the number of Blood Arts that you know.

Severance

At 14th or 34th level, when you successfully hit with an attack with your Blood Weapon Blood Art you can use one Blood Point to inflict an extra 2d8 necrotic damage. You can use this feature once per turn.

Baneful Blood Art

At 18th or 38th level, your martial prowess forms one extremely powerful Blood Art. You learn the Baneful Blade Blood Art. This Blood Art does not count against the number of Blood Arts you know.

The Bloodweaver Order

The Bloodweaver Order is based around using your Blood Arts and abilities to create traps and obstacles.

Bloodweaver Order Features

level Features
1st/21st Bonus Proficiencies
2nd/22nd Bloodweaver Blood Art
5th/25th Arachnid movement
11th/31st Arachnid senses
14th/34th Spider Limbs Blood Art
18th/38th Cocooning Embrace

Bonus Proficiencies

At 1st or 21st level, you gain proficiency in Weaver's Tools, and add them to your equipment.

Bloodweaver Blood Art

At 2nd or 22nd level, you've learned how to use your Crystalline Blood to create webs. You learn the Bloodweb Blood Art. This Blood Art does not count against the number of Blood Arts you know.

Arachnid Movement

At 5th or 25th level, you gain the ability to move like a spider. You can walk on walls and ceilings without expending any extra movement, and your movement is unimpeded by webbing, such as the web spell or spider webs.

Arachnid Senses

At 11th or 31st level, you gain the ability to sense tremors in your webs. While you are touching webbing, you gain tremorsense along its length, able to tell the position and size of anything touching it.

Spider Limbs Blood Art

At 14th or 34th level, your progression as a Bloodweaver allows for further Blood Art prowess. You learn the Spider Limbs Blood Art. This Blood Art does not count against the number of Blood Arts you know.

Cocooning Embrace

At 18th or 38th level your Bloodweaver skills have fully matured. Whenever you attempt to grapple a creature, you can instead choose to expend one Blood Point to use the Bloodweb Blood Art centered on that creature. In addition, if any of your Stolen Limbs are from spiders, they gain a +2 bonus to attack and damage rolls.

The Hunter Order

The Hunter Order is based around inflicting stealthy damage

Hunter Order Features

Level Features
1st/21st Bonus Proficiencies
2nd/22nd Hunter Blood Art
5th/25th Extra Attack
11th/31st Hunter's Grace
14th/34th Fell Swoop
18th/38th Bloody Retribution

Bonus Proficiencies

At 1st or 21st level, you gain proficiency in martial weapons and the stealth skill. If you were already proficient in the stealth skill, you instead add double your proficiency bonus to stealth checks.

Hunter Blood Art

At 2nd or 22nd level, you learn the Hunter Blood Art. This Blood Art does not count against the number of Blood Arts you know.

Extra Attack

At 5th or 25th level, you can attack twice, instead of once, when you take the attack action on your turn.

Hunter's Grace

At 11th or 31st level, you gain the ability to move like a hunter. You gain advantage on stealth checks made within 60 feet of hostile creatures. In addition, when you attempt to make an attack without revealing your position, you have advantage on the stealth check to do so.

Fell Swoop

At 14th or 34th level, when you attack an enemy with advantage they take an extra 2d6 damage of whatever damage type was used in the attack must succeed on a constitution save against your Blood Art save DC or be stunned until the end of your next turn.

Bloody Retribution

At 18th or 38th level, you become a furious hunter. Whenever you or an ally within 60 feet of you takes damage, you can move up to your speed and attack one hostile creature. On a hit, the attack triggers your Fell Swoop ability and deals an additional 4d8 necrotic damage. You can use this feature a number of times per long rest equal to your intelligence modifier.

The Venomous Order

The Venomous Order is the evolution of an old homebrew class of mine, and focuses on dealing poison damage, as well as inflicting status effects.

Venomous Order Features

Level Features
1st/21st Venomous Proficiencies
2nd/22nd Venomous Blood Art
5th/25th Toxic Blood
11th/31st Potent Brews
14th/34th Toxic Blood Art
18th/38th Contagious Toxins

Venomous Proficiencies

At 1st or 21st level, you gain the Poisoner feat, as described in Tasha's Cauldron of Everything.

Venomous Blood Art

At 2nd or 22nd level, you learn the Poison Blood Art. This Blood Art does not count against the number of Blood Arts you know.

Toxic Blood

At 5th or 25th level, your Blood Arts and blood become toxic to others. When you are hit with a melee attack, or when you hit another creature with an attack using your Blood Arts, they take an additional 1d4 poison damage. This ability has no effect on constructs.

Potent Brews

At 11th or 31st level, when you brew a poison with your Poisoner's Kit, you can spend an additional 10gp to increase the damage by 2 dice (so a poison that uses d6s would improve by 2d6, or a poison that uses d8s would improve by 2d8, etc.).

Toxic Blood Art

At 14th or 34th level, you learn the Toxin Blood Art, which does not count count against the number of Blood Arts you know.

Contagious Toxins

At 18th or 38th level, when you afflict a creature with your Poison Blood Art, Toxic Blood feature, or Toxin Blood Art, all hostile creatures within 5 feet of the creature must make a constitution saving throw against your Blood Art save DC or suffer the same additional effects. This ability has no effect on constructs.

Blood Arts

Baneful Blade

Prerequisites: Baneful Blood Order, 18th level

Cost: 8 Blood Points

When make a melee weapon attack using your Blood Weapon Blood Art, you can use your reaction to add an additional 3d8 necrotic damage to it on a hit. This damage ignores resistance and immunity.

After 1st Improvement: Damage increases to 4d8

After 2nd Improvement: Damage increases to 5d8

Bloodweb

Prerequisites: Bloodweaver Order, 2nd level

Cost: 4 Blood Points

You can cast the Web spell as an action centered on a point within 5 feet of you. The spell uses your Blood Art save DC as its save DC

After 1st improvement: Creatures caught in the web take 1d4 slashing damage at the start of each turn they start in the web

After 2nd improvement: Creatures caught in the web have disadvantage on the saving throw and take 2d4 slashing damage at the start of each turn the start in the web

Bloodwind

Prerequisites: 4th level

Cost: varies

You can use an action to cause a gale laced with Crystalline Blood to appear, forcing every creature in a 20 foot cone to make a dexterity saving throw against your Blood Art save DC or take a number of d4s slashing and necrotic damage, taking half damage on a success. The number of d4s of each damage type is equal to the number of Blood Points you spent on this ability (minimum of two).

After 1st improvement: damage becomes d6s

After 2nd improvement: damage becomes d8s

Blood Armor

Prerequisites: Baneful Order, 11th level

Cost: 8 Blood Points

As a bonus action, you can cause armor made of Crystalline Blood to form a suit of armor around you. This is considered scale mail which does not inflict disadvantage on stealth checks.

After 1st improvement: Gains a +1 bonus to Armor Class

After 2nd improvement: Gains a +2 bonus to Armor Class

Blood Contagion

Prerequisites: none

Cost: varies

As an action, you can cause each creature in a 15 foot radius sphere centered on a point within 30 feet of you to make a constitution saving throw contested by your Blood Art save DC or take an amount of poison damage equal to the amount of Blood Points spent and be poisoned for one minute. They suffer only half damage and are not poisoned on a success. This ability has no effect on constructs.

After 1st improvement: damage becomes d4s

After 2nd improvement: damage becomes d6s

Blood Controller

Prerequisites: 18th level

Cost: 20 Blood Points

As an action you can cast the spell Dominate Person. The save DC used is your Blood Art save DC. This ability has no effect on constructs.

After 1st improvement: +1 Bonus to save DC

After 2nd improvement: +3 bonus to save DC

Blood Elixir

Prerequisites: Alchemist Order, 2nd level

Cost: 2 Blood Points

As an action, you can use your Crystalline Blood to create an elixir. This elixir is a potion of healing. The elixir must be drunk within one minute of creation or it will lose its magical properties.

After 1st improvement: becomes potion of greater healing

After 2nd improvement: becomes potion of superior healing

Blood Eruption

Prerequisites: none

Cost: 1 Blood Point

As an action you can target one creature within 30 feet of you. It must make a constitution saving throw contested by your Blood Art save DC or take 1d8 necrotic damage. This ability has no effect on constructs

After 1st improvement: damage increases to 2d8

After 2nd improvement: damage increases to 3d8

Blood Paralysis

Prerequisites: 6th level

Cost: 8 Blood Points

As an action, you can cast the spell hold person using your Blood Art save DC. This ability has no effect on constructs.

After 1st improvement: cast at 1 level above base

after 2nd improvement: cast at 3 levels above base

Blood Spear

Prerequisites: none

cost: 2 blood points

As ana ction, you can make a ranged Blood Art attack against a creature within 30 feet of you. On a hit, the creature takes 1d4 piercing damage + 1d4 necrotic damage + your dexterity modifier piercing damage. Constructs hit with this ability do not take the necrotic damage but do take the piercing damage.

After 1st improvement: damage increases to d6s

After 2nd improvement: damage increases to d8s

Blood Summons

Prerequisites: Level 9

Cost: Varies

As an action you can create a creature from Crystalline Blood, with a CR less than or equal to 1/9 your level (rounded down). It acts on your initiative count and does what you say. You have to have seen the creature previously to recreate it using this ability. The creature lasts for one minute and then fades. The cost is the creature's challenge rating x 4 (rounded up). You can only have one creature summoned by this ability at a time.

After 1st improvement: becomes 1/8 your level

After 2nd improvement: becomes 1/7 your level

Blood Weapon

Prerequisites: Baneful Order, 2nd level

Cost: 2 Blood Points

As a bonus action, you can create one non-magical weapon of your choice from Crystalline Blood, which appears in your hand.

After 1st improvement: can be any rarity common magic item weapon

After 2nd improvement: can be any magic weapon that you possess that you let this ability absorb, to a maximum of 3 weapons

Crystalline Cage

Prerequisites: 4th level

Cost: 4 Blood Points

As ana ction, you can target a medium or smaller creature within 30 feet of you. That creature must make a dexterity saving throw against your Blood Art save DC or become trapped in a cage made of Crystalline Blood, restraining it and reducing its speed to 0

After 1st improvement: deals 1d4 damage at the start of each turn

After 2nd improvement: +1 to save DC and deals 1d6 damage at the start of each turn

Hunter

Prerequisites: Hunter Order, 2nd level

cost: 3 Blood Points

As a bonus action, you can become a true Hunter, gaining advantage on investigation checks, stealth checks, and damage rolls for one minute.

After 1st improvement: lasts ten minutes

After 2nd improvement: last one hour

Poison

Prerequisites: Venomous Order, 2nd level

Cost: 1 Blood Point

As a reaction when you hit a creature with a melee attack or with a Blood Art that deals damage, you can deal an extra 1d4 poison damage to the target (no saving throw). This ability has no effect on constructs.

After 1st improvement: damage increases to 2d4

After 2nd improvement: damage increases to 3d4

Red Dream

Prerequisites: none

Cost: 3 Blood Points

As an action you can cast the Sleep Spell using your Blood Art save DC. This ability has no effect on constructs.

After 1st improvement: + 4d6 hitpoints capacity

After 2nd improvement: + 10d6 hitpoints capacity

Spider Limbs

Prerequisites: Bloodweaver Order, 14th level

Cost: 8 Blood Points

As an action, you can cause 4 spider legs to grow from your back, granting you 20 feet climbing speed and a +5 foot boost to movement speed

After 1st improvement: both speeds increase by 5 feet

After 2nd improvement: both speeds increase by 10 feet

Sanguinne Beam

Prerequisites: none

Cost: 4 Blood Points

As an action you can make a ranged Blood Art attack against a creature you can see. On a hit, the creature takes 2d6 necrotic damage. This ability has no effect on constructs.

After 1st improvement: damage increases to 3d6

After 2nd improvement: damage increases to 4d8

Toxin

Prerequisites: Venomous Order, 14th level

Cost: 10 Blood Points

As an action, you can wreath your fists with a blood-red aura of deathly poison. Creatures hit by melee attacks from you in the next minute must succeed on a constitution saving throw against your Blood Art save DC or take 4d4 poison + 2d4 necrotic damage in addition to the damage of the base attack, taking half the extra damage on a success. This ability has no effect on constructs.

After 1st improvement: damage becomes d6s

After 2nd improvement: damage becomes d8s

Vampiric Blades

Prerequisite: 19th level

Cost: 35 Blood Points

As an action, you can cause every creature in a 45 foot by 5 foot line to make a dexterity saving throw or take 2d10 slashing damage + 6d10 necrotic damage as vampiric blades rip through them. Creatures take only half damage on a success. Constructs to not take the necrotic damage from this ability, however they do take the slashing damage.

After 1st improvement: damage becomes d12s

After 2nd improvement: +2 to save DC

 

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