Bloodbound

by MaxwellChase

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Bloodbound

When one speaks of fate, they often confuse the meaning for luck. Pray these lesser men never succumb to the unbridled, compulsory demands of ones fate, for their blood would surely run cold by the morrow. Those who are Bloodbound are shackled by their fate, once they've awakened their dreaded cursed mark upon their veins. Placed there, by a powerful creature long before their birth, upon your Ancestors lineage.

Typically when once is Bloodbound they have certain inclinations. A naturally leaning to certain courses of action due to their ancestors past. Such as the compulsion to collect a hoard of shining objects or the feeling of always being hungry and never having eaten enough. The innate feelings are all due to the influence from the distant ancestor. Everyones ancestry can shape their future but the Bloodbound's relationship with their families past gives them certain insights to who they truly are.

Bloodbound Class Features

Level Proficiency Bonus Blood Rite Die Bloodbound Features Blood Covenants
1st +2 1d4 Bloodline Mark, Hemokinesis 1
2nd +2 1d4 Fighting Style, Blood Rite 1
3rd +2 1d4 Blood Covenant 1
4th +2 1d4 Ability Score Improvement 1
5th +3 1d6 Extra Attack, Blood Rite Improvement 2
6th +3 1d6 Blood Covenant Improvement, Bleeding Brand 2
7th +3 1d6 Bloodline Mark Feature, Blood Rite Improvement 2
8th +3 1d6 Ability Score Improvement 2
9th +4 1d8 Blood Sample 3
10th +4 1d8 Blood Purity 3
11th +4 1d8 Bloodline Mark Feature, Blood Rite Improvement 3
12th +4 1d8 Ability Score Improvement 3
13th +5 1d10 Blood Covenant Improvement, Searing Brand 4
14th +5 1d10 Blood Rite Improvement, Blood Domain 4
15th +5 1d10 Bloodline Mark Feature 4
16th +5 1d10 Ability Score Improvement 4
17th +6 1d12 Blood Covenant Improvement, Blood Rite Improvement 5
18th +6 1d12 Bloodline Mark Feature 5
19th +6 1d12 Ability Score Improvement 5
20th +6 1d12 Bloodbound 5
Currently Playtesting

Work in progress but is being playtested and tweaked in an ongoing 5th edition campaign by experienced veterans.

Hit Points

Hit Dice: 1d12 per Bloodbound Level


Hit Points at 1st Level: 12 + Constitution modifier


Hit Points at Higher Levels: 1d12 + Constitution modifier

Proficiencies

Weapons: Simple Weapons, Martial Weapons


Saving Throws: Constitution, Strength


Skills: Choose three from Acrobatics, Athletics, Investigation, Medicine, Perception, Stealth

Equipment

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

  • A martial weapon or two simple Weapons
  • A light crossbow and 20 bolts
  • An explorer's pack

Bloodline Mark

Starting at 1st level, you have awakened a foreign energy that courses through your veins. Your Bloodline has been Marked by a creature from your ancestral past, for better or worse. You may choose between the Aberrant Mark, the Celestial Mark, the Draconic Mark, the Fiendish Mark or the Undead Mark. Your chosen Bloodline Mark grants you features at 1st level and again at 7th, 11th, 15th and 18th level. More information on Bloodline Marks can be found on page 5, 6 and 7.

Your blood flows strongly in reaction to creatures related to your Bloodline Mark. Wisdom (Survival) checks to track creatures and Intelligence checks (History) to recall additional information on them are made at advantage.

Your Bloodline Mark has empowered your body with the ability to control and shape the very life essence of the world, blood, to fuel your attacks and abilities. Some features require creatures to make a saving throw to resist your abilities. The saving throw DC is:

Bloodline DC = 8 + proficiency + Constitution modifier

Hemokinesis

Starting at 1st level, you have awakened the ability to control the flow of blood, inside and out. As a bonus action, you can choose an area that you can touch and manipulate up to a 5-foot sphere of blood within it in one of the following ways:

  • You cause blood to form into simple shapes or animate at your direction. This change lasts for 1 hour.

  • You can cause blood to clot into hard, compact clumps.

These effects can be dismissed with another bonus action.

Fighting Style

Starting at 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You cannot take a Fighting Style option more than once.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee 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 gain this benefit.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Blood Rite

Starting at 2nd level, you can invoke a rite of blood that infuses your weapons with elemental energy. As a bonus action, you can imbue a Blood Rite onto one of your weapons, causing it to become magical and deals additional damage equal to your Blood Rite Die. When invoking a Blood Rite, you must roll a Blood Rite Die and take the damage. This damage cannot be reduced in any way.

The additional damage type corresponds with which Blood Rite was invoked. A weapon can only be imbued with one Blood Rite at a time and other creatures cannot benefit from a rite. A Blood Rite lasts until you finish a short rest.

You may choose one of the Blood Rites below when you first gain this feature. You can learn an additional Blood Rite at 5th, 7th, 11th, 14th and 17th level.


Rite of the Poisonous: The extra damage dealt by your Blood Rite is poison damage.


Rite of the Flame: The extra damage dealt by your Blood Rite is fire damage.


Rite of the Frozen: The extra damage dealt by your Blood Rite is cold damage.


Rite of the Storm: The extra damage dealt by your Blood Rite is lightning damage.


Rite of the Caustic: The extra damage dealt by your Blood Rite is acid damage. (Prerequisite: 7th level)


Rite of the Dead: The extra damage dealt by your Blood Rite is necrotic damage. (Prerequisite: 7th level)


Rite of the Roar: The extra damage dealt by your Blood Rite is thunder damage. (Prerequisite: 7th level)


Rite of the Oracle: The extra damage dealt by your Blood Rite is psychic damage. (Prerequisite: 14th level)


Rite of the Divine: The extra damage dealt by your Blood Rite is radiant damage. (Prerequisite: 14th level)


Rite of the Forceful : The extra damage dealt by your Blood Rite is force damage. (Prerequisite: 14th level)

Blood Covenant

Starting at 3rd level, you gain the ability to sacrifice a part of your vital essence in exchange for enhancing yourself with Bloodline abilities. You may choose to learn one Blood Covenant at this level. The list of available Blood Covenants, as well as their effects, can be found on page 4.

In order to invoke a Blood Covenant, you must roll your Blood Rite Die and take the total rolled in necrotic damage. This damage cannot be reduced in anyway. Once invoked, a Blood Covenant cannot be used again until after a short rest.

You can learn an additional Blood Covenant at 6th, 10th, 14th, and 18th level. Whenever you learn a new Blood Covenant you may select one of your old Blood Covenants and replace it with another available Blood Covenant.

At 6th level, you can invoke a Blood Covenant twice before a short rest, three times at 13th and four times at 17th level.

Extra Attack

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

Blood Brand

Starting at 6th level, your control over the flow of blood has improved. When damaging a creature with a weapon imbued with a Blood Rite, you can channel their spilled blood to burn an arcane Brand onto their skin. Whenever a Branded creature attacks creatures other than you, the Brand burns the creatures mind and they take psychic damage equal to your Constitution modifier (minimum of 1). Once you've damaged a Branded creature an amount rite damage equal to your level in this class, you can use a reaction to channel their spilled blood and transfuse it with your own, gaining Temporary Hit Points equal to one roll of your current Blood Rite Die. In addition, you always know the direction of a Branded creature as long as it's on the same plane as you. If a Branded creature becomes incapacitated, you can channel the Brand onto another creature by damaging them with a weapon imbued with a Blood Rite. The Brand lasts until dismissed or if a Branded creature is incapacitated for more than 1 minute.

Blood Sample

Starting at 9th level, you gain an uncanny talent for discerning details from the smallest samples of blood. You can identify the type of creature blood belongs to by just observing it and can make an Intelligence (Insight) check to recall additional information on them at advantage. You can track a creatures even if there is no blood samples present.

Blood Purity

Starting at 10th level, your body is able to flush itself clean of impure blood and increases the flow of blood throughout your body, permanently enhancing both your nerves and muscles. Your speed increases by 10 feet, and you have a bonus to Strength, Dexterity and Constitution saving throws equal to you Constitution modifier (minimum of 1).

Searing Brand

Starting at 13th level, you have learned to sear your Brand deeper into a creatures nervous system. You can choose when you place a blood brand onto a creature if you want to make it a searing brand. If you want to make a blood brand into a searing brand on a later turn you must land another hit to do so. Whenever a Branded creature attacks creatures other than you, the Brand violently sears the creatures mind and they take psychic damage equal to double your Constitution modifier (minimum of 2).

Additionally, a creature with a Searing Brand cannot move more than 30ft away from you and if it attempts to teleport or leave the current plane it takes 4d6 psychic damage and is forced to make a Wisdom saving throw, they are able to leave if they succeed the saving throw. Upon failure, the attempt to teleport or leave the current plane fails.

Blood Domain

Starting at 14th level, your control over the flow of blood spilled during combat has reached a new pinnacle. As an action, once per long rest you can manipulate blood throughout the battlefield to flood into a turbulent, opaque barrier, trapping you and any branded creature within a 30ft sphere targeted at any point within 30ft. Both you and the branded creature are unable to leave until either the branded creature dies or you go unconscious. While inside the Blood Domain, whenever you land an attack, you may roll a second Blood Rite Die and add the damage to your total.

Any creature can enter the sphere but attempting to leave the turbulent Blood Domain causes walls of the barrier to violently splash the creature with blood, forcing them to make a Dexterity saving throw or take 2d10 force damage and be pushed 5ft away from the wall. Upon success, the creature takes half damage and is able to leave. The damage increases to 4d10 at 17th level.

Blood Domain ends after all seared creatures within are incapacitated, you are incapacitated or the Blood Domain is ended with a bonus action.

You regain the use of this feature after a long rest.

Bloodbound

At 20th level, your control over the flow of blood spilled during combat has reached its apex. Whenever you damage a Branded creature with a weapon imbued with a Blood Rite, you regain hit points equal to half the amount of damage dealt. Inside the Blood Domain, you regain hit points equal to any damage dealt to any creature trapped within.

BLOOD COVENANTS

When you invoke a Blood Covenant, you must roll your Blood Rite Die and take the total rolled in necrotic damage. This damage cannot be reduced in any way.


Creatures related to your Bloodline Mark have disadvantage on saving throws made against your Blood Covenants.

Adrenaline

As a bonus action, you can roll your Blood Rite Die at advantage for one turn.

Blood Clot

As a reaction, you can add the roll of your Blood Rite Die to your AC to potentially negate any attack.

Blood Feud

As a bonus action, you can point to a creature and beckon them to fight you, forcing them to make a Wisdom saving throw against your Bloodline DC or be compelled to engage in melee combat with you and has disadvantage on attack rolls made against creatures other than you for 1 minute.

Cell Growth

As a reaction, if an attack misses you can add the roll of your Blood Rite Die to your attack roll to potentially land your attack.

Dilation

As a bonus action, you can increase the blood flow throughout your body to enhance your senses and gain advantage on your next ability saving throw.

Dilution

As a bonus action, you can point at a creature and force it to make a Wisdom saving throw against your Bloodline DC. Upon failure, the creatures senses are diluted and they have disadvantage on their next ability saving throw.

Head Rush

As an action, you can point at a creature and force it to make a Wisdom saving throw against your Bloodline DC or become blinded until the end of your next turn.

Heart Attack

As an action, you can point to a creature to bare witnesses to the frightening scene of a Blood Rite and force them to make a Wisdom saving throw against your Bloodline DC or become stunned until the start of your next turn.

Hemorrhage

If an attack lands, you can add a roll of your Blood Rite Die to the damage dealt to the creature you hit.

Hypotension

As a bonus action, when you land a hit against a creature you can reduce their movement speed to 0ft for 1 turn.

Reflex

As a reaction, you can run up to half your movement speed away from the creature that has hit you. This movement does not provoke any opportunity attacks.

Aberrant Split Vision

Prerequisite: 15th level Abberration Mark Feature

When you Brand a creature, you can sear a second brand into any other creature within 30ft.

Celestial Purity

Prerequisite: 15th level Celestial Mark Feature

As a free action, you can dispose of any irregularities within your blood and cleanse yourself of poison or disease.

Draconic Blood Rush

Prerequisite: 15th level Draconic Mark Feature

As a free action, your movement speed is doubled for the next minute.

Fiendish Blood Pulse

Prerequisite: 15th level Fiendish Mark Feature

As a free action, until the end of your next turn, whenever you attack a creature they must make a Wisdom saving throw to avoid becoming Frightened of you for 1 turn.

Undead Corruption

Prerequisite: 15th level Undead Mark Feature

As a free action, when you deal an attack that does partial necrotic damage, you can instead turn all damage dealt from that attack to necrotic damage. This necrotic damage ignores resistances and immunities.

BLOODLINE MARKS

A hand full of familial lines have been either tainted or marked by creatures that do not belong; these familial lines have inherited some traits from their scorned ancestors. Characters are often not told of their relation to the creatures in their families past and often need to discover the relation on their own. Some bloodlines are more obvious than others but each has their own set of traits unique to them.

The Aberrant Mark

Proficiencies

Languages: You can speak, read and write in Deep Speech


Armor Proficiencies: Light Armor, Medium Armor and Shields

Aberrant Bloodwork

At 1st level, you gain the ability to feel the flow of blood in a creature around you. As a bonus action you can point to a creature within 30 feet and learn certain aspects about the creature that might otherwise not be known. You can ask for and the DM will tell you one of the following aspects of the creature:

  • Current Conditions
  • Current Diseases
  • Creature Type
  • Constitution Score
  • Strength Score
  • Dexterity Score

You can use this ability a number of times equal to your proficiency bonus, and regain use on a long rest.

Unnaturally Skilled

At 7th level, you can decide to add your constitution modifier to any skill check. You can decide to add your constitution modifier after you make the roll but not before you see the result. You can't use this feature again until you finish a short of long rest.

Telepathic Bond

At 11th level, your aberrant nature has started to allow you to telepathically connect with one allied creature near you. While within 30 feet of an allied creature you can use a bonus action to connect telepathically with them.

This connection allows you to communicate telepathically or use your bonus action to provide advantage on one attack the bonded creature makes on their next turn. This bond lasts for one minute and can be used a number of times equal to your Constitution modifier.

Aberrant Split Vision

At 15th level, you have learned the Aberrant Split Vision Blood Covenant.

Aberrant Abomination

At 18th level, as your aberrant nature truly starts to take hold you gain advantage on Constitution, Wisdom and Intelligence saving throws.

The Celestial Mark

Proficiencies

Languages: You can speak, read and write in Celestial


Armor Proficiencies: Light Armor, and Shields

Celestial Touch

At first level, you are able to heal damage received during combat by tapping into your Celestial Mark. When you've sustained wounds, you can use a bonus action to use blood to cover the wound and regain hit points equal to your Blood Rite Die. You can use this ability a number of times equal to your proficiency bonus.

Celestial Resistance

At 7th level, when you fail a saving throw you can roll your Blood Rite Die and add it to your total. You can't use this feature again until you finish a short or long rest.

Celestial Privilege

At 11th level, your control over Blood Covenants has grown stronger. When you roll your Blood Rite Die you only receive half the total damage rolled.

Celestial Purity

At 15th level, you have learned the Celestial Blood Blood Covenant.

Celestial Ancestry

At 18th level, when you use the Celestial Touch feature you cleanse yourself of any curses, blindness or deafness.

The Draconic Mark

Proficiencies

Languages: You can speak, read and write in Draconic


Natural Armor: As the Marked blood flows through your body, it reinforces your bodies natural defenses. Your Natural Armor equals 11 + your Constitution Modifier.

Natural Armor increases by 1 each time you gain a feature of this subclass at 7th, 11th, 15th and 18th level.

Draconic Durability

At 1st level, you are able to partially mitigate incoming elemental damage by tapping into your Draconic Mark. When hit by an attack that deals acid, cold, fire, lightning, or thunder damage, you can use a bonus action to gain resistance to that damage type until your next turn. You can use this ability a number of times equal to your proficiency bonus, and regain use on a long rest.

Draconic Resistance

At 7th level, when you fail a saving throw you can roll your Blood Rite Die and add it to your total. Once you use this feature, you can't use it again until you finish a short or long rest.

Draconic Pressure

At 11th level, your control over Blood Rites has grown stronger. When you make a weapon attack imbued with a Blood Rite, you can reroll both the weapon attack roll and the additional Blood Rite damage.

Draconic Blood Rush

At 15th level, you have learned the Draconic Blood Flow Blood Covenant.

Skin to Scale

At 18th level, when you use the Draconic Durability feature the resistance gained lasts for one minute.

The Fiendish Mark

Proficiencies

Languages: You can speak, read and write in Infernal


Armor Proficiencies: Light Armor, Medium Armor and Shields

Fiendish Sight

At 1st level, you are able to see in the dark by tapping into your Fiendish Mark. You gain darkvision out to a range of 60ft.

Fiendishly Charming

At 1st level, you are naturally gifted at conversing with others due to your fiendish nature. You gain expertise in persuasion and deception.

Fiendish Luck

At 7th level, you can roll your blood craft die and add the total to one roll of your choice. Once you use this feature, you can't use it again until you finish a short or long rest.

Fiendish Blood Pulse

At 11th level, you have learned the Fiendish Blood Pulse Blood Covenant.

Fiendish Presence

At 15th level, your control over a Branded creature has become stronger. While a Branded creature is frightened of you its speed drops to 0.

True Name

At 18th level, you learn the true name of the fiend from your past and gain the ability to see in both mundane and magical darkness out to a distance of 120 ft.

The Undead Mark

Proficiencies

Languages: You learn one non-exotic language of your choice


Armor Proficiencies: Light Armor, Medium Armor, Heavy Armor and Shields

Undead Hunger

At 1st level, when an enemy within 30 ft. drops to 0 hit points you can spend your reaction to gain their life force. You gain a number of temporary hit points equal to your proficiency bonus. You can use this feature a number of times equal to your proficiency bonus and regain use upon completion of a long rest.

Undead Necrosis

At 7th level, when you deal necrotic damage you can roll an additional blood craft die and add that to the damage.

Undead Corruption

At 11th level, you have learned the Undead Corruption Blood Covenant.

Undead Feast

At 15th level, when you use your Undead Hunger feature the temporary hitpoints stack if the ability is used before the first set of temporary hit points is gone.

Beyond the Grave

At 18th level, when you deal necrotic damage you can decide to heal hitpoints equal to the number of necrotic damage dealt. This ability can be used once per long rest.

 

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