Blood Feast (3.5e Martial Discipline)

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Author: Eiji-kun (talk)
Date Created: 12-29-13
Status: Complete
Editing: Clarity edits only please
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Designed by those who survive of blood, the blood feast discipline learns how to weaponize their own blood and the blood of others by opening grievous wounds for which vitality can leak through.

When the students of the Temple of Nine Swords went out into the world, it was inevitable they would face danger. Such was the story of the vampire hunter Ahab Hawthorn, a crusader on a mission to take down an vampire lord whose name has been lost. His mission ended in failure, but not death, as the vampire hunter was turned into the thing he hunted himself. His lord found his brand of fighting style fascinating and insisted on learning it, and between the two they continued to battle and formulate a style of their own, the style known as Blood Feast. At some point, it is said one of their fights became fatal through accident or trickery and Hawthorn was released from his service, where he went out and taught the Blood Feast to others.

Blood Feast is as extraordinary as it is supernatural, and best suited for crusaders and swordsages. They focus on self-buffs through the augmentation of their blood, and the slow bleed, or violent release, of blood in others. They even possess a mastery over life and death few within the martial field can handle. The weapons associated with this discipline are those suitable for drawing blood; daggers, falchions, kukris, longsword, rapiers, scimitars, scythes, whips, and piercing polearms (such as spears). Practitioners must know where and how to cut the body, and thus the skill associated is Heal (Wis).

A crusaderToB or swordsageToB may replace one of his disciplines known with the Blood Feast discipline.

Game Mechanics of the Blood Feast

Available To: Crusader, Swordsage

Discipline Skill: Heal (Wis) - One must know where to cut to bring out the most blood.

Discipline Weapons: Daggers, falchions, kukris, longsword, rapiers, scimitars, scythes, and piercing polearms (such as spears). - These weapons are suitable for drawing out blood. 

Saves: 10 + maneuver level + Con modifier 

Legacy Weapon: Flagellation and Impaler 

Maneuver Granting Item: Bloody Fang Mask 

Discipline Feat: Invigorated Blood 

Tactical Feat: Heart of Vigor 

Special: Many maneuvers rely on attacking "blood bearing creatures". That is any creature with blood or a blood analog like sap. This usually excludes oozes, most undead (except vampires), constructs, and elementals. The initiator must also be a blood bearing creature, or have a diet of blood.

Undead often use Blood Feast, especially vampires. For undead, replace Con with Cha when applicable. Treat blood bearing non-living constructs (what few there are) as undead. Constructs and undead may choose to take the ability damage and burn some of these maneuvers produce even if they would normally be immune, and they recover said damage and burn caused by these maneuvers as if they were living creatures.


Maneuvers of the Blood Feast Discipline[edit]

To see the full, expanded description of every maneuver, click here.

1st-Level Maneuvers

  • Bloodhound: Stance — Gain Scent for the purpose of finding blood, as well as being able to identify blood and track creatures.
  • Deathstroke: Boost — Your next attack gains a higher critical chance, especially if the enemy is already weakened.
  • Red Terror Strike: Boost — Your next attack deals bleeding damage.
  • Slayer's Gambit: Stance — When you are in this stance you lose hp each round in exchange for additional damage.
  • Stanch the Flow: Counter — Stabilize when dying, and stop bleeding effects.
  • Urge to Bleed: Strike — Ignore some natural armor bonus to AC with your attack, and hurt those without enough natural armor.


2nd-Level Maneuvers

  • Blood Seek: Boost — Detect heartbeats from living creatures, even through darkness.
  • Distracting Spray: Counter — Counter a piercing or slashing attack by spraying blood in their eyes, causing a 20% miss chance.
  • Quicken Blood: Boost — Gain the benefits of haste for 1 round.
  • River of Blood: Strike — You spray a stream of blood to push your enemies and bludgeon them with hemogoblin.
  • Spray of Red Mist: Strike — Your attack causes high pressure blood to burst from the target's body. If they die, the blood spray sickens nearby opponents.


3rd-Level Maneuvers

  • Blood Puppet: Strike — Animate puddles of blood into oozes, or jerk around the living as puppets.
  • Bloodthirst: Stance — Fly into a rage for 5 rounds, gaining benefits for killing as many things as you can.
  • Hungry Blade Stance: Stance — Deal extra vampiric damage with your attacks.
  • Stigmata: Strike — Heal others, at the expense of your own blood.
  • Vital Drain: Strike — Duplicate vampiric touch, even making it as part of an attack.


4th-Level Maneuvers

  • Blinding Spray: Counter — Counter a piercing or slashing attack by spraying blood in their eyes, causing a 50% miss chance.
  • Masochistic Blast: Strike — Cut yourself to release a shotgun blast of high pressure blood.
  • Red Memories: Strike — Sample a creature's blood (in battle or not) to learn things about them.
  • Scarlet Horror Strike: Boost — All your attacks cause bleeding damage until the beginning of your next turn, and bleed is multiplied on a critical hit.


5th-Level Maneuvers

  • Fountain of Blood: Strike — Your attack causes high pressure blood to burst from the target's body. If they die, the blood spray nauseates nearby opponents.
  • Hearthunter: Boost — Detect heartbeats from living creatures, and even divine their hp totals. You can also autoconfirm critical hits.
  • Returned Through Blood: Strike — Raise the dead by sacrificing your own blood, provided they only recently died.
  • Splatterhouse: Counter [Fear] — Kill someone in such a messy way, you cause their allies to flee in terror while you gain bonuses.
  • Unblemished Form: Stance — Become immune to bleeding, limb loss, and gain DR/bludgeoning.


6th-Level Maneuvers

  • Blood Sacrifice: Boost — Take Con burn to boost your Str and Dex scores.
  • Blue Blood: Strike — Suffocate the enemy by removing the oxygen out of their blood.
  • Crimson Frenzy: Counter — If you take a heavy blow, you can go into a frenzy at the risk of the lives of yourself and your allies.


7th-Level Maneuvers

  • Blood Walk: Rush — Teleport through the bodies of blood bearing creatures, and sometimes arrive on the other end with explosive results.
  • Crimson Nightmare Strike: Boost — All your attacks cause heavy bleeding damage until the beginning of your next turn, and bleed is multiplied on a critical hit. The bleeding stops all fast healing and regeneration until cured.
  • Extract Blood Elemental: Strike — Deal damage, fatigue a target, and if you kill them animate their still-warm vital fluids.


8th-Level Maneuvers

  • Blood Melt: Strike — Turn creature's blood into acid, melting them from the inside out and leaving a deadly puddle of gore.
  • Blood of Cain: Stance — Gain vampire-like traits, or improve your own vampiric traits.
  • Crimson Ascension: Stance [Evil] — You stab yourself and use your blood to increase the potency of your attacks.
  • Eruption of Gore: Strike [Death] — Your attack causes extreme pressure blood, enough to cause them to explode violently. If they die, the blood spray damages and nauseates nearby opponents.
  • Healthy Flush: Boost — Gain fast healing 10 for 1 minute, and can regenerate limbs.


9th-Level Maneuvers




Back to Main Page3.5e HomebrewClass Ability ComponentsMartial Disciplines

Eiji-kun's Homebrew (5088 Articles)
Eiji-kunv
AuthorEiji-kun +
ClassCrusader + and Swordsage +
Identifier3.5e Martial Discipline +
Rated ByLeziad +
RatingRating Pending +
SkillHeal +
SummaryDesigned by those who survive of blood, the blood feast discipline learns how to weaponize their own blood and the blood of others by opening grievous wounds for which vitality can leak through. +
TitleBlood Feast +
WeaponDaggers +, falchions +, kukris +, longsword +, rapiers +, scimitars +, scythes + and and piercing polearms (such as spears). +