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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 \pagebreakNum ### 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. \pagebreakNum 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). \columnbreak 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. \pagebreakNum ## 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. \columnbreak ##### 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. \pagebreakNum ## 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. \pagebreakNum ##### 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 \columnbreak ##### 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.