Blood Warrior Archetype- Fighter Subclass

by CoolHandLuke140

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Blood Warrior Archetype (V 1.04)

The man stumbles forward, his boot shuffling as he forces himself to keep walking. His blood falls to the ground, searing the dirt and stone like acid. He raises a shimmering crimson blade, manifested from his own lifeblood. It shimmers with a gleam as the caustic, ruby-red liquid swirls in the shape of a sword.

A slender frame is silhouetted by several dark red tendrils poised and ready to strike. A small glint of a smile breaks the darkness just before the sanguine spears flash out from behind her, targeting several of the goblins in front of her at once. She draws the blood back into the small cut on her hand, shaking free the last bit of viscera as she wraps a bandage across her palm.

Blades slash at the leather-decked halfling as she deftly avoids attack, throwing up a wall of blood to deflect an axe that got a bit too close. She manifests two bloody daggers, throwing them at her pursuers as she rushes up a ladder and onto the rooftops. One roof over, a guard raises a longbow. Quickly producing a crossbow she fires a scarlet bolt into the guard’s neck before he even has time to draw the string of his bow.

The young boy has been eyeing this shop for weeks. He slinks into the dim lit alley, to the back door he knows is waiting for him. A guard starts to walk down from the other end so he quickly hides behind a barrel. With a flick of his wrist one small vine-like trail of blood knocks over a bucket, distracting the guard long enough for the boy to make it to the door. He recalls his blood and forms it into a key to make entry into the shop, softly closing the door behind him. Before him lies his sweet reward in hundreds of pastries, ready made for the morning rush.

Blood warriors come in all shapes and sizes, but they have one key thing in common. They have gained the ability to control their blood in various and profound ways. Some get these powers through their lineage, some come in contact with something otherworldly or supernatural. However they gain this power, it allows them to do some amazing things. They can create various weapons, forming swords or whips as they see fit. They can manipulate objects from afar or form their sanguine life source into useful items, such as a key.

With great practice, and great control, blood warriors can learn to do extraordinary things with their blood. Many find their blood gains caustic properties, though some choose to neglect this trait. Careful to not over exert themselves, most use their abilities sparingly, though others learn that with more practice they can learn to do more with less. Some stories tell of blood warriors that can use their blood to incredible degrees, with little harm to themselves. Other stories tell of the downfall of the blood warrior who pushed himself too far…

Regardless of their path, every blood warrior finds their own way to use their power.

Building a Blood Warrior

Start by making Constitution your highest ability, with your second highest being either Dexterity or Strength depending on your preferred weapon choice. Then take the Hermit or Far Traveler background. Choose Bad Blood as one of your starting Hemokinesis abilities.

Playing a Blood Warrior

Think about how you're going to roleplay your new bloodborne abilities. Is this something your character cherishes? Do they feel it's a curse? For some, the pain of issuing forth their blood equals their fear of needles — none whatsoever. Others dread the feeling of their life escaping their body, no matter the necessity.

Blood Warrior Archetype

Fighter Level Feature
3rd Blood Warrior, Hemokinesis, Innate Hemokinesis
7th Hemokinesis Adapt, Arcane Blood
10th Hemokinesis Expert
15th Hemokinesis Mastery
18th Bloody Price

Blood Warrior

When you choose this archetype at 3rd level, you master the ability to manipulate your blood in interesting ways.

You can use your blood to create a weapon or shield in your empty hand. This can be done as part of the Attack action, as one would draw a weapon, or as a Bonus Action. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it.

You may create one weapon or shield with this feature in a turn. You can maintain two items at a time. Your blood weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you reabsorb the weapon (no action required), or if you die.

Creator Notes

The Blood Warrior is being balanced without considering magical weapons, hopefully allowing the fighter player to get some more unique magic items.

However, if you gotta get that sweet, sweet +1/2/3 or a Flametongue I would suggest asking your DM to allow the following: You may incorporate an existing magical weapon (not including artifacts) into your body to act as a blood weapon. With 1 hour of ritual, which can be done during a short rest, you absorb the weapon with all of its existing properties. You must remain in contact with the weapon during the ritual.

You may now summon this weapon as part of your Blood Warrior feature. The properties of this weapon are only active while you have this weapon summoned. This weapon does not disappear as described above. If you die, the weapon appears outside your body within 5 feet. If the weapon is ever more than 5 feet away from you for more than an hour, you lose the ability to absorb it into your body. You may do the ritual again to reabsorb it.

I would also suggest this requires attunement, regardless if the weapon does. The Hemokinesis abilities detailed below add enough power to stay level with other fighter subclasses using a magic weapon.

Hemokinesis

Additionally at 3rd level, you learn new ways to maneuver your blood. This ability is represented by your Hemokinesis dice, which are each a d6. You have four of these dice, and they fuel various hemokinesis abilities you have, which are chosen at various levels. You gain an additional die at 7th level (5 total) and another at 15th level (6 total).

Some of your powers expend the Hemokinesis die they use, as specified in that ability's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Hemokinesis dice when you finish a short or long rest.

If you expend your last Hemokinesis die, roll a dice equal to your Hemokinesis die. If it rolls a 1 you gain 1 level of exhaustion.

When you reach certain levels in this class, the size of your Hemokinesis dice increases: at 7th level (d8), at 10th level (d10), and at 15th level (d12).

You can choose three Hemokinesis abilities which you meet the requirements for. You can choose two more abilities at 7th level, 10th level, and 15th level. When you gain a level in this class you may exchange one of your abilities for another you meet the requirements for.

Some of your abilities may require a target to make a saving throw. The saving throw is calculated as follows;

Hemokinesis Save DC = 8 + your proficiency bonus + your Constitution modifier.

Innate Hemokinesis

When you choose this Archetype at 3rd level, you learn the Shape Water and Mage Hand cantrips. When using the spells in this way, you utilize your own blood instead of water or a spectral hand, respectively. The amount of blood is limited to what's currently in your body. If you have no Hemokinesis dice available you lose the ability to use these cantrips.

Hemokinesis Adept

At 7th level, your skill with your Hemokinesis has improved. You gain another Hemokinesis die, with 5 total. Your Hemokinesis die becomes a d8. You choose two more Hemokinesis abilities.

Arcane Blood

Additionally at 7th level, attacks with your blood weapons now count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.

Hemokinesis Expert

At 10th level your skill with your Hemokinesis has improved. Your Hemokinesis die becomes a d10. You choose two more hemokinesis abilities.

Hemokinesis Mastery

At 15th level, your skill with your Hemokinesis has improved. You gain another Hemokinesis die, with 6 total. Your Hemokinesis die becomes a d12. You choose two more hemokinesis abilities.

Bloody Price

At 18th level, you've mastered the ability to control your blood and you've accepted the cost of your Hemokinesis abilities. If you attempt to use a hemokinesis ability that requires expending a hemokinesis die while you have none, you may expend your emergency reservoir of blood to use the ability anyway. Expend a hit die for each missing hemokinesis die and roll it. You take damage equal to half the number on the dice (rounded down). If the ability uses a number from a roll, it too uses the number rolled on the hit dice.

Additionally, you no longer roll for exhaustion when you expend your last Hemokinesis die.

Hemokinesis Abilities


Bad Blood

Your blood has become corrosive to others, and you have learned to apply this against your enemies. You can use a bonus action to expend a Hemokinesis die to focus your corrosive blood into a manifested melee blood weapon.

On the next hit using that weapon, it does an additional amount of acid damage equal to a roll of your Hemokinesis die and the corrosive nature dissipates. If you don't hit a target with the blood weapon within the next hour, or you reabsorb the weapon, the concentrated corrosiveness dissipates.

Blood Burst

Prerequisite: 7th level, Blood Splatter

As an action you may expend a Hemokinesis die. You point at a location within 60 feet of you that you can see, and a glowing 1-foot-diameter ball of crimson blood streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw.

On a failed save, creatures take acid damage equal to d4 times the total rolled on your expended hemokinesis dice plus your Constitution modifier, and half that amount at the end of their next turn.

On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

Blood Draw

When you use your Blood Warrior feature to create a weapon with the ammunition property you can substitute your own blood for ammunition, creating ammunition as needed. You can do this up to 20 times regaining use of this ability after a long rest. While using this property you can ignore the loading property of the weapon.

Additionally, when you make a ranged weapon attack using ammunition created with this feature, you can choose to use your Bad Blood or Blood Infusion features.

Blood Infusion

Your blood is a poison to others, and you've learned to pump that poison into your enemies through your blood weapons. Upon hitting a creature with a melee attack using a blood weapon, you can choose to expend a hemokinesis die and deal poison damage equal to the roll. The target must make a Constitution saving throw against your Hemokinesis DC or become poisoned for one minute. They can repeat the saving throw at the end of each of their turns.

Blood Lily

Prerequisite: 7th level

You can use an action to expend a number of hemokinesis dice up to your Constitution modifier (minimum of one). You stab your blood weapon into the ground, manifesting one if you don't already have one. Choose a point you can see on the ground within 60 feet. Dozens of spikes made of blood erupt from the earth in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes piercing damage equal to the number rolled on the expended dice on a failed save, or half as much damage on a successful one.

If you have the Bad Blood feature you can expend an additional Hemokinesis die to suffuse the spikes with corrosive blood. Roll the expended die and add acid damage equal to the roll.

Blood Pressure

When you take an Attack action and attack with a one handed blood weapon while wielding a blood shield, you may expend a hemokinesis die to make a melee attack with your shield as a bonus action. If you hit with this attack you can attempt to shove the creature as part of the same bonus action and add the hemokinesis die to your ability check.

Additionally, you can add your Strength modifier to the damage of the bonus action attack of this feature. You are considered proficient with attacks utilizing your blood shields.

Shields are considered an improvised weapon and deal 1d4 bludgeoning damage on a hit.

Bloodborne

When you make a melee weapon attack on your turn, you can expend one hemokinesis die to increase your reach for that attack by 5 feet, as your weapon stretches outwards to your target. If you hit, you add the hemokinesis die to the attack's damage roll.

Blood Shield

You can throw up a shield of blood to protect yourself or your allies. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one hemokinesis die, roll the die, and reduce the damage taken by the number rolled plus your Constitution modifier (minimum reduction of 1), as you create a momentary shield of blood.

Blood Splatter

Your blood's natural corrosiveness can be harnessed to attack at range. You learn the acid splash cantrip. When cast using this feature, you hurl your own blood instead of acid and can ignore the verbal component of the spell. Constitution is your spellcasting ability for this spell. When you reach level 7, you learn to do this faster. When you cast acid splash as an action you can make one weapon attack as a bonus action.

Blood Whip

When you hit a creature with a melee weapon attack, you can expend one hemokinesis die to attempt to trip the target with a blood whip. You add the hemokinesis die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Bloodshot

When you use your Second Wind feature you regain one hemokinesis die.

Bloodthirsty

As an action, you can expend a number of hemokinesis dice equal to your Constitution modifier (minimum of one) to create bloody tendrils. You can target a number of creatures equal to the number of dice expended within 30 feet of you. The tendrils stab out at the targets and deal piercing damage equal to the number rolled on the hemokinesis die plus your Constitution modifier. Roll damage separately for each target.

Bloody Rebuke

Your blood is caustic to others, and you can use this to damage attackers. As a reaction to being damaged with a melee attack, you may expend a number of hemokinesis dice equal to your Constitution modifier (minimum of one), forcing the attacker to make a Constitution saving throw equal to your Hemokinesis DC. On a failed save they take acid damage equal to the roll of the expended dice, taking half on a successful save.

Cold Blooded

When you use your Action Surge feature, you may choose to expend two hemokinesis dice to let your blood freeze. For one minute, when you take the Attack action on your turn, you may add cold damage equal to a roll of your hemokinesis die to one attack that hits. The Hemokinesis dice are expended only when this ability is activated.

Hot Blooded

When you use your Action Surge feature, you may choose to expend two hemokinesis dice to let your blood boil over. For one minute, when you take the Attack action on your turn, you may add fire damage equal to a roll of your hemokinesis die to one attack that hits. The Hemokinesis dice are expended only when this ability is activated.

Rapid Manifestation

When you would normally create one item using your Blood Warrior feature, you can instead create two. You can also use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light, provided they are your blood weapons.

Ravage the Body

Prerequisite: Bloodthirsty, Bad Blood As a bonus action when using the Bloodthirsty ability, you can infuse the tendrils with corrosive blood by augmenting it with your Bad Blood feature. Expend a Hemokinesis die and targets take additional acid damage equal to the roll. You can apply your Crimson Corrosion feature if you have it.

Sanguine Surge

When you use your Action Surge feature you regain one hemokinesis die.

Second Blood

Prerequisite: Bloodshot

When you use your Second Wind feature you can choose to expend a number of Hit Dice up to your Constitution modifier (minimum of one). Roll the expended dice and add the total to the number of recovered hit points. You can also regain a number of Hemokinesis dice equal to the number of expended Hit Dice.

Crimson Corrosion

Prerequisite: Bad Blood When using your Bad Blood feature you can now expend multiple uses at once to overcharge your blood weapon. You can choose to expend a number of Hemokinesis dice equal to your Constitution modifier (minimum of one). When you hit a creature with the charged weapon you deal additional acid damage equal to a number of hemokinesis dice equal to the number of expended dice plus one extra die (i.e. if you expend two dice you would roll your hemokinesis die three times, if you expend three dice you would roll your hemokinesis die four times.) You must expend at least two dice for this ability to be used.

"You’re Being Unpleasant"

Prerequisite: Bad Blood

When you deal damage to a target with your Bad Blood feature, you can force the target to make a Strength saving throw. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally, provided the spaces it enters are unoccupied.

Arterial Trap

When using your Blood Warrior feature to create a net you give it a range of 20/60.

Dangerous Prey

Prerequisites: Bad Blood, Crimson Corrosion, 10th level

Your blood has become caustic to the point it is a danger to anyone who strikes you. When an attacker within 5 feet of you hits you with a melee attack they take acid damage equal to your proficiency bonus, if you aren't incapacitated, you aren't wearing heavy armor, and you have at least one Hemokinesis die.

Blood Rush

You gain an increased vigor from your unnatural blood, as it quickens your movement when not weighed down by unwieldy armor. While not wearing medium or heavy armor your speed is increased by 10 feet. And the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).

Berserk

You learn to extend the length of your weapons, as they stretch to reach your foes. While wielding a melee blood weapon with two hands, it has the reach property for you. To gain this property the weapon must have the two-handed or versatile property.

Uncanny Uses

You learn to manipulate your blood in more precise ways. You can form your blood into small hand held inanimate objects such as a hammer, file, key, lock pick, or pliers. Such a tool must be Tiny in size (2 ½ x 2 ½ feet) and must be identical to an item you are familiar with (e.g. you cannot create a key you have not seen and held for at least one minute.)

This creation takes greater effort and control. While creating such a tool you cannot create your blood weapons or shields. You can only create two of these items at once, as per the rules laid out in the Blood Warrior feature.

Your DM may require a Constitution or other check if they feel the item you are attempting to create is particularly difficult to craft.

As with many open ended features, the range of this ability is up to DM discretion. Speak with your DM about expectations regarding this ability beforehand.

Adrenaline Rush

Prerequisite: 9th level

When you use your Indomitable feature to reroll a saving throw, you may expend a hemokinesis die to move into a safer position. You can use your reaction to move up to half your movement speed. If a creature caused you to make the saving throw, your movement does not provoke opportunity attacks from that creature. Roll the expended die, gaining temporary hit points equal to value on the die.

Sacrificial Lamb

As a bonus action, you may focus your life force, sacrificing your vitality to make more use of your hemokinetic abilities. You may choose to take damage equal to the maximum value of your hemokinesis die, recharging one Hemokinesis die. This damage cannot be reduced or avoided by any means.

Enhanced Hemokinesis

Prerequisite: 10th level

As a bonus action, you may recklessly apply yourself to your hemokinesis, enhancing it briefly. When you expend and roll a hemokinesis die as part of using one of your hemokinesis abilities, you may choose to sacrifice your vitality to enhance that ability. You may choose to take damage equal to the maximum value of your hemokinesis die. You then may add an additional hemokinesis die to the pool of dice used for that ability. This must be before the ability is used. This can surpass limitations posed (such as limiting a number of dice to your Constitution modifier).

Sanguinarian Skill

You have learned to increase your heart rate to enhance your physical and mental abilities for a brief moment. When you attempt an ability check you may add a bonus to the check equal to a roll of your hemokinesis die. You may do this after the initial roll, but before knowing the results. After you use this ability you may not do so again until you complete a short or long rest.

Feat

Blood Warrior Adept

You have special training of ancient traditions that allows you limited control over your own blood. You gain the following benefits:

You learn two Hemokinetic abilities of your choice from among those available to the Blood Warrior archetype in the fighter class. If an ability has a prerequisite you must meet that prerequisite. You may change one of these abilities for a different one when you gain an ability score improvement. If an ability you use requires your target to make a saving throw to resist the ability's effects, the saving throw DC equals 8 + your proficiency bonus + your Constitution modifier.

You gain a number of Hemokinesis dice equal to half of your proficiency bonus (rounded up), these are added to your total Hemokinesis dice from any other source. These dice are used to fuel your Hemokinetic abilities and are a . A Hemokinetic die is expended when you use it, unless otherwise stated, and you can't use an ability if it requires you use a die when your dice are all expended. In addition, you may expend a die to create a blood weapon as detailed in the Blood Warrior feature in the Blood Warrior archetype in the fighter class. You regain your expended dice when you finish a long rest.

Credits

Subclass: A Tiny Living Room

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/ legalcode.

Thanks!!

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Shard Tabletop

I am in the process of making a Shard Tabletop version of this subclass as well. Let me know if you have any comments on it on their Discord server (@CoolHandLuke140).

Change Log


This will be shortened to only the most recent change log in subsequent versions, all my change log notes are included in this first public version.

Version 1.04

Subclass

Hemokinesis

Changed dice resource system, it now follows the same progression as Battlemaster. I also removed the recharge on a Second Wind or Action Surge. Those were more needed for sustain throughout the day, but less needed on a short rest system.

Bloody Price

Reduced damage taken to half the die value, to make this feature a little less cost intensive and make it explicitly better than some WIP abilities. The removed exhaustion mechanic was alright, but this should make it usable more often.

Abilities

Bloodshot

You now only regain one die with a Second Wind.

Sanguine Surge

You now only regain one die with an Action Surge.

Second Blood

Now has Bloodshot as a prerequisite, the ability allows you to regain a number of Hemokinesis dice equal to twice your Con modifier (though it would drain a significant amount of your hit dice). So rather than reduce the power I added a bit of choice tax to it. Before it was unnecessary to take Bloodshot at all, as this largely overshadowed it. Bloodshot and Second Blood interact, always returning a minimum of 1 when using Second Wind.

Bloodthirsty

Added Constitution modifier to the damage. This will raise early tier damage quite considerably, but will allow the ability to scale more (beyond adding more dice) and make it useful in the late tiers. Gonna try and watch how this works in game.

Sanguinarian Skill

Added. This ability does not expend the die. I don't think this needs to be explicitly stated (to save space) but I'll get feedback.

Enhanced Hemokinesis

Added. I’ll watch this ability closely. It can be very strong on abilities that were balanced around using a small number of dice. (First thought being Blood Burst). But otherwise it should add a bit more damage at a cost. This was to add in some of that “sacrificial power” feeling that a lot of people want in a blood based class.

Sacrificial Lamb

Added. Added for more of that “sacrificial power” feeling. My worry with this one is whether the cost is worth the benefit. I’ll watch it and see how it plays out.

Adrenaline Rush

Added. Pretty straightforward. A weaker version of Maneuvering Attack from Battle Master, as it only affects the character and only on Indomitable. But effective for some added safety whether Indomitable is successful or not.

Version 1.03

Subclass

Blood Warrior Expert

Renamed to Arcane blood.

Abilities

Blood Burst

The damage was scaling to quickly. I reduced the Hemokinesis die to one and add Constitution modifier to damage to bring the minimum damage higher. Now running a bit less damage than a fireball until level 15 where it is a bit higher than fireball. Will still tend to be weaker than fireball due to much of its damage being locked behind a failed save. It will do roughly a third of estimated average damage on a successful save, compared to fireballs half damage.

Version 1.02

Subclass

None

Abilities

Blood Burst

Changed to give dice equal to Constitution modifier rounded up. This gives a third die with a +5 Constitution modifier.

Blood Draw

Changed to allow use of Blood Infusion.

Blood Infusion

Changed to melee weapon attacks only.

Blood Pressure

Changed wording to clarify that you can add Strength modifier to damage rolls when making a bonus action attack with the shield as part of this ability. Additionally, this feature grants proficiency with attacks made with your blood shields.

Added note about damage from attacks with shields, as it's not always common knowledge.

Second Blood

Reworked to be more of a Healing Surge. It regains more hit points now and significantly less hemokinesis dice, which was the original intent. Just wrote it poorly the first time around.

Uncanny Uses

Added. Made a note regarding expectations. This is a very open ended ability that could see some shenanigans with clever players. This could be fun role-playing opportunities, or make the player feel empowered with creative freedom. It could also be frustrating for a DM if a player attempts to abuse it. I wouldn't say anything here could be game breaking, but expectations should be set before taking this ability. As it is a sidebar text (or will be formatted as such later) I put quotes around it. As always, communication is important between the player and the DM.

Cold Blooded & Hot Blooded

Changed the cost from one hemokinesis die to two. The damage output is pretty strong (1d6 - 1d12 extra damage per turn for one minute). May make a level requirement of this, but as of now leaving it unrestricted. Another idea is maybe make it tied to Sanguine Surge, requiring that first which would add at least a choice cost to the abilities.

Version 1.01

Subclass

General Changes

Added flavor text about subclass and changed wording in several areas. Added flavor text to some of the abilities to make the theme more cohesive. Still have several areas that need to be cleaned up to look and sound better.

Innate Hemokinesis

Changed name from Bonus Proficiencies, as it no longer gives any. Now simply gives Mage Hand and Shape Water. Also added qualifier that it requires having at least one Hemokinesis die, to reflect needing a certain amount of blood still in your system.

Hemokinesis

Removed Bad Blood as innate ability granted at level 3. You now have to choose to gain the ability.

You now get three choices at level 3 instead of two, to make up the difference. You can exchange one ability for another on a level up.

Blood Warrior

Attacks with blood weapons now don't count as magical for the purposes of overcoming resistance or immunity to nonmagical attacks and damage until level 7. Later than most classes/subclasses (usually fall at level 6) but the blood warrior has options available with their Hemokinesis features to overcome resistances, so shouldn't fall behind really.

Abilities

Arterial Trap

Added to abilities list.

Bad Blood

Changed Bad Blood to now expend Hemokinesis dice, instead of having a standalone use system.

Berserk?

Name undecided, but this ability was added to the list. Essentially another build pick. Allows for Strength based builds to have a bit more reach with a variety of weapons.

Bloodborne

Name changed from Blood Rush.

Blood Burst

I changed the number of hemokinesis dice you can roll to half your Constitution modifier. Realistically this will be at most 2 dice. Up to level 6 this is a maximum of 12 d4’s, up to 9th level it is a maximum of 16 d4’s, up to 14th level it is a maximum of 20 d4’s, and after that it is a maximum of 24 d4’s. This can only be increased if the character finds a way to get their modifier to a +6. This brings this back in line with the source idea which is the vitriolic sphere. At 7th level (cast as a 4th level spell) Vitriolic sphere can do 10 d4’s and it can add 2 d4 with each spell level increase at character levels 9 (12), 11 (14), 13 (16), 15 (18), and 17 (20). This expends fewer resources for casters (one spell slot vs. several Hemokinesis dice) and by these levels they have better options anyway. Blood burst is meant to be a way to handle several weaker enemies at once, and hopefully this change reflects that.

Should be noted the minimum roll at every level would be 1-2 d4’s (compared to 1-5 in the previous version), which is considerably lower. Still thinking about which version feels better. I may decide to at least have it round up (giving 3 dice with a +5 modifier).

I have lowered the level requirement back to 7th level, now that the damage has been lowered.

Blood Lily

Added the ability to add acid damage if you also have the Bad Blood ability. Requires expending an extra die.

Blood Rush

Added to abilities list. Intended to encourage a variety in different builds, this obviously being for Dexterity builds.

Blood Splatter

Added note to allow a bonus action weapon attack after using acid splash beyond level 7. Something to keep the ability viable. May change to add ability to spend a Hemokinesis die to add damage. Undecided.

Dangerous Prey

Added to the list. Made it locked behind two others, 10th level, and an armor restriction because it seems it could be strong. I intend this to be for fighters that opt for lighter armor and higher Dexterity. I imagine someone who relies on their natural defenses (acidic blood) over bulky armor.

Second Blood

Allows regaining extra hit points equal to one roll of Hit Dice. Felt too costly to see use without the additional benefit of some added health.

Worse Blood

Changed to reflect changes to Bad Blood. Changed to limit number of rolled dice based on Constitution modifier.

Name changed to Crimson Corrosion.

Ravage the Body

Changes to reflect changes to Bad Blood. You now expend one Hemokinesis die to augment all of your tendrils. Should balance now that Bad Blood utilizes your Hemokinesis dice instead of its own use system. Also allows using your Crimson Corrosion feature if you have it.

 

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