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Coven of the Thousand Blades (5e Subclass)


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Author: Zhenra-Khal (talk)
Date Created: 1/12/2020
Status: Complete
Editing: Clarity edits only please
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Coven of the Thousand Blades is a witchblade coven of the Witchblade class.

The Coven of the Thousand Blades is a Witchblade Coven that focuses on martial combat and arcane destruction even more than the class itself does, flying into bloodsoaked rages and using their own pain to fuel their magic. Thousand-Blade Initiates enjoy agony, both their own and that of others, and they tend to seek out battle as a form of sport, disregarding their own safety in the process. They also tend to favor large blasts of elemental energy, so as to cause as much death as quickly as possible.  

Expanded Spell List

The following spells are added to your Witchblade spell list:

Cantrips: Fire Bolt, Ray of Frost, Shocking Grasp

1st Level: Thunderwave, Inflict Wounds, Heroism

2nd Level: Ray of Enfeeblement, Enlarge/Reduce, Shatter

3rd Level: Fireball, Lightning Bolt, Sleet Storm

4th Level: Fire Shield, Ice Storm, Wall of Fire

5th Level: Arcane Hand, Cloudkill, Insect Plague 

Bloodsoaked Style

At 3rd level, you choose the magic you awaken when you enter your Sanguine Rage (See below).

Choose one Fighting Style from among those available to Fighters, listed here. You gain the benefits of that fighting style, but only while Raging. If you have the Fighting Style feature, when you enter a Sanguine Rage, you may choose which Fighting Style to employ, but you may only use one at a time.

Choose one Primal Rite - Rite of the Flame, Rite of the Frozen, or Rite of the Storm. You cannot change this choice. Your attacks made during Sanguine Rage deal rite damage of the Primal Rite's type.

  • Rite of the Flame: Your rite damage is Fire type.
  • Rite of the Frozen: Your rite damage is Cold type.
  • Rite of the Storm: Your rite damage is Lightning type.

At At 7th and 15th levels, you gain access to an additional Primal Rite. If you already know all Primal Rites, such as from levels in the Blood Hunter class, you may choose to permanently increase your hit point maximum by +5 instead of learning a new Primal Rite. 

Sanguine Rage

At 3rd level, you learn a special technique to infuse your blood with magic while it's still in your veins, allowing you to ignore outside damage for a time, at the expense. On your turn, you can spend 1 Blood Point to invoke a Crimson Rite you know, and enter a Sanguine Rage, as a bonus action. During Sanguine Rage, you sweat blood, and the whites of your eyes turn a deep red.

Upon entering a Sanguine Rage, you suffer damage equal to your character level, and you reduce your maximum hit points by an amount equal to your character level. These lost maximum hit points return once your Sanguine Rage ends, and cannot be restored otherwise. When your rage ends, no hit points are regained as part of the restoring of maximum hit points.

During your Sanguine Rage, your weapon attacks deal an additional 1d4 rite damage of the chosen elemental type. Rite damage is considered magical. At 10th level, this damage increases to 1d6, and at 18th level, it increases to 1d8. Additionally, during Sanguine Rage, if you are wearing light or no armor, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • You have resistance to bludgeoning, piercing, and slashing damage.

Unlike a Barbarian's Rage, Sanguine Rage does not interfere with your ability to cast or concentrate on Witchblade spells, but Sanguine Rage prevents you from casting or concentrating on spells from other sources.

Your Sanguine Rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. You can only use Sanguine Rage once, regaining the ability to do so at the end of a long rest. 

Blood Maledict

At 7th level, you gain the knowledge to further channel, and sacrifice, a part of your vital essence to curse and manipulate your enemies. You gain one blood curse of your choice, detailed in the list below. At 10th and 18th levels, you learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse.

When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you may choose to amplify the curse by suffering damage equal to a roll of your crimson rite damage die. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses (DM’s discretion).

You can use this feature once. You can regain the ability to use it when you finish a short or long rest. 

Storm of Blades

At 10th level, you can choose to enter a frenzied state, putting yourself at risk and challenging enemies to hit you, in return for being able to launch deadly counterstrikes. As a bonus action, you can activate Storm of Blades, causing all attack rolls against you to have advantage, until the beginning of your next turn. However, during this time, every enemy that misses you in melee provokes an attack of opportunity from you, and you can make an attack of opportunity without consuming your reaction by spending 1 Blood Point. You can make a number of attacks of opportunity in this manner up to your Intelligence modifier (Minimum 1). 

Crimson Masochism

At 15th level, you learn to derive power and pleasure from your own injuries. Whenever an enemy successfully scores a critical hit against you, or successfully scores an attack against you while they have advantage on the attack roll, you gain 1 Blood Point. 

Red Tide

At 17th level, you learn a special technique to keep the slaughter rolling. During Sanguine Rage, whenever you kill a creature with a blow from your Bonded Weapon, you automatically harvest Blood Points from it without having to expend your reaction to do so, and may spend 1 Blood Point to make another melee attack with that weapon against another target within reach. This can only trigger once per round.


Blood CursesEdit

The blood curses are presented in alphabetical order.

Blood Curse of BindingEdit

As a bonus action, you can attempt to bind an enemy no more than one size larger than you within 30 feet. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or have their speed be reduced to 0 until the end of your next turn.

Amplify. This curse becomes ongoing, and can affect a creature regardless of their size category. At the end of each of its turns, the cursed can make another Strength saving throw. On a success, this curse ends. You can end the curse whenever you like (no action required).

Blood Curse of Mutual SufferingEdit

As a bonus action, you can link to a creature within 30 feet for up to a minute, forcing them to share in the pain they inflict upon you. The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to the cursed creature equal to half of the damage you suffered. This curse then ends.

Amplify. This curse instead deals damage equal to the damage you suffered, and it ignores necrotic resistance.

Blood Curse of PurgationEdit

As a bonus action, you can manipulate the vitality of a creature within 60 feet to expunge a corruption in their blood. The target creature can immediately make a saving throw against a poisoned condition afflicting it.

Amplify. Your target can instead immediately make a saving throw against one other condition afflicting it. This condition can be blinded, deafened, or paralyzed.

Blood Curse of Spell SunderEdit

When an enemy casts a spell within 60 feet that requires a spell attack roll and targets you, you can use your reaction to rend the spell from the air, imposing disadvantage on the spell attack roll.

Amplify. You make a Wisdom ability check. The DC equals 10 + the spell’s level. On a success, the creature’s spell misses you automatically.

Blood Curse of the EyelessEdit

When an enemy who is not immune to blindness within 60 feet makes a weapon attack, you can use your reaction to impose disadvantage on the attack roll.

Amplify. Following the triggering attack, the affected enemy has disadvantage on the next attack roll they make.

Blood Curse of the Fallen PuppetEdit

The moment a creature falls unconscious or dies within 30 feet of you, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range. After the attack, the creature returns to being unconscious or dead.

Amplify. You grant a bonus to the attack roll and damage roll of the cursed creature’s attack equal to your Wisdom modifier (minimum of 1).

Blood Curse of the Fending RiteEdit

When an enemy casts a spell that requires a Dexterity saving throw, you can use your reaction to deflect the spell with your crimson rite. You gain a bonus to the initial saving throw against that spell equal to your Wisdom modifier (minimum of 1). This curse is invoked before the saving throw is rolled.

Amplify. You grant all allies within 5 feet of you this bonus to their saving throw against the triggering spell as well.

Blood Curse of the MarkedEdit

As a bonus action, you can mark an enemy within 60 feet. Until the end of your turn, all crimson rite damage you deal to the target is doubled.

Amplify. You cause the marked target to also lose resistance to your rite damage type until the beginning of your next turn.



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