Fellblood Scion (3.5e Prestige Class)

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Author: Leziad (talk)
Date Created: 11th September 2022
Status: Complete
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A blood-based martial class about exploiting one’s dark lineage.

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Other

Fellblood Scion[edit]

I fight alone because my blood is cursed, and I cannot allow the innocent to be harmed by the likes of me. Perhaps one day I shall be able to purge myself of evil, and live amongst the common folk again, but until then I fight the darkness with my own.
—Alucern Drakul, Human Fellblood Scion

The result of dark pact, horrible dalliance, the dreadful reign of a vampire lord or forbidden alchemy, fellblood scion bears the sin of their ancestor flowing through their veins. They are cursed by blood, their very lineage being tainted by a great source of evil. This evil often stays slumbering for generations, manifesting as the occasional deformity and ill-fortune in a child. However on a dark moon, a child might be born with the power burning within them, waiting for them to mature before awakening fully. Particularly corrupted bloodline may all suffer from the curse

Through a mystic ritual the fellblood scion seals the corruption within, preventing it from destroying them. These glyphs may be added by an ally of the fellblood scion, as a countermeasure long made by her ancestors, or even the intervention of an outside power. This allows the fellblood scion to resist the corruption, and to use her ability relatively safely.

While all fellblood scions are descended from great evil, not all of them give in to the corruption. Some use their grim power for the sake of good, and others use them for their own selfish desire without overtly doing evil. Some attempt to keep their power restrained at all times, only using them when they have no choice. Of course a few are consumed by it, becoming the very fiends their ancestor consorted with.

Becoming a Fellblood Scion[edit]

Those who become fellblood scion often don’t do so by choice, although some willingly attempt to access the powers of their ancestor. Fellblood scions are often skilled combatant, well-acquainted with the art of the blade. Usually fellblood scions are strongly charismatics, which aid them in their social endeavor and grant them additional mastery over their powers.

Entry Requirements  
Base Attack Bonus: +5. 
Race: Human. 
Feats: Cursed Bloodline, Toughness
Special: Must be descended from a source of great evil, or otherwise corrupted by such. You must undergo a sealing ritual with a component cost of 500 GP, allowing you to use your powers safely. The ritual may be performed well before gaining your first class level in fellblood scion.

Table: The Fellblood Scion

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Accursed Bloodline, Blade of Profane Blood (+1d6), Containing Seal
2nd +2 +3 +0 +3 Blood Augmentation, Fellblood Incantations I
3rd +3 +3 +1 +3 Blade of Profane Blood (+2d6), Preserving Blood
4th +4 +4 +1 +4 Blood Augmentation
5th +5 +4 +1 +4 Fellblood Incantations II
6th +6/+1 +5 +2 +5 Blade of Profane Blood (+3d6), Blood Augmentation
7th +7/+2 +5 +2 +5 Living Blood
8th +8/+3 +6 +2 +6 Blood Augmentation, Fellblood Incantations III
9th +9/+4 +6 +3 +6 Blade of Profane Blood (+4d6)
10th +10/+5 +7 +3 +7 Blood Ascension, Undying Blood

Class Skills (6 + Int modifier per level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the fellblood scion.

Accursed Bloodline (Ex): Every fellblood scion has a 'cursed mark' somewhere on their body, as a symbol of their evil-tainted bloodline. It might have been present in its full form previously, or was a normal birthmark until the fellblood scion took their first level. The appearance of the mark is unique to each fellblood scion, but bears strong resemblance to others of the same bloodline. The 'cursed mark' causes the fellblood scion to radiate an evil aura as an evil cleric of the same level as the bearer's character level, this overwrites the fellblood scion's own aura.

Upon close observation, a Knowledge (Religion) check with a DC of 15 reveals the cursed mark as evil, while a DC 25 reveals its exact nature. A Knowledge (Nobility) check with a DC of 20 allows the identification of the exact bloodline. The mark may be hidden based on where it is on the body.

Alongside the mark, the dark lineage leaves traces of its corruption. The fellblood scion may have unsettling eyes, twisted extremities, a strong brimstone smell, or similar misfortune. Whatever the nature of the corruption it is mostly aesthetic in nature, but reveals something is wrong about the fellblood scion.

Blade of Profane Blood (Su): As a swift action, the fellblood scion can imbue her weapon with her own blood, coating the damaging part of the weapon in her own viscous blood crackling with baleful energy. The fellblood scion chooses a weapon she wields to imbue, all attacks with the imbued weapon deal an extra 1d6 damage and counts as evil-aligned for the purpose of bypassing damage reduction until the start of her next turn. Additionally, once per round, whenever the fellblood scion makes a successful attack roll with the imbued weapon, she may lose 5 hit points to deal an extra 2d6 point of damage with this attack, which stacks with the extra damage dealt by all attacks. This hit point loss cannot be reduced or prevented.

At 3rd, 6th and 9th level the fellblood scion’s blade of profane blood deals an extra 1d6 point of damage. Additionally at those levels, the fellblood scion may spend an additional 5 hit points to deal an extra 2d6 point of damage with a single attack, up to 20 hit points for an extra 8d6 damage. The fellblood scion may always decide to lose less hit points to deal less extra damage.

Containment Seals (Ex): In order to keep the fellblood scion’s power from consuming her, glyphs of abjuration magic are scribed around her cursed mark.The fellblood scion may restrain her power as a full-round action. While her powers are restrained, she cannot use blade of profane blood, her blood augmentations and blood ascension. However, while restrained all effects of the accursed lineage class feature (including radiating as evil) are suppressed.

Blood Augmentation (Su): At 2nd, 4th, 6th and 8th level the fellblood scion learns to augment her blade of profane blood, learning a single blood augmentation from the list below. When the fellblood scion uses her blade of profane blood, she may modify with one or more (or none) blood augmentations. When she alter a blade of profane blood with a blood augmentation she might reduce the damage dealt by all attacks with the imbued weapon after activation. The fellblood scion may apply as many blood augmentation to her blade of profane blood as she wishes as long the reduction of each augment used does not reduce the extra damage dealt by blade of blood below 0. Blood augmentations which alters damage type are incompatible with each other, you may only use one. The DC of blood augmentations is 10 + 1/2 character level + the fellblood scion's Charisma modifier.

  • Bloodblaze: This augment causes the fellblood scion’s blood to burst into red flames, altering the extra damage dealt by blade of profane blood to fire damage. When the fellblood scion loses hit point to deal extra damage, all adjacent creatures except the fellblood scion must make a Reflex or take splash damage. The splash damage is equal to the minimum damage of the attack. This augment does not reduce the damage dealt by blade of profane blood.
  • Bloodied Reach: This augment causes the fellblood scion’s blood to take the shape of her weapon, greatly extending its reach. All attacks made with the blade of profane blood gain an extra 5-ft of reach. This extra reach only applies on attacks made during your turn. This augment reduces the blade of blood damage by 1d6.
  • Bloodlust: The fellblood scion gains a +2 moral bonus on attack roll on each attack made with her imbued weapon. This augment reduces the blade of blood damage by 1d6.
  • Crimson Carnage: This blood augmentation increase the imbued weapon's critical threat by 1, which stack with other effects which alters critical threat but is applied after. When making a full attack, the fellblood scion may make an extra attack with the imbued at her full attack bonus -5. This augment reduces the blade of blood damage by 3d6.
  • Corrosive Blood: This augmentation causes the fellblood scion’s blood to become corrosive and toxic, altering the extra damage dealt by blade of profane blood to acid damage. When the fellblood scion loses hit point to deal extra damage the struck creature becomes poisoned and must make a Fortitude save at the start of each of her or take 1 point of Constitution damage. This extra effect lasts for 1 round for each 5 hit points the fellblood scion loses when using blade of profane blood. This augment reduces the blade of blood damage by 1d6
  • Dual Imbuement: When activating blade of profane blood while using this augment, the fellblood scion chooses an additional weapon she is wielding to imbue. The secondary weapon is for all intent and purpose also an imbued weapon, gaining all benefits of any other blood augmentation applied on the blade of profane blood. Additionally she may lose hit points to deal extra damage twice, once with each imbued weapon, however she deals 2d6 less damage on the second use. This augment reduces the blade of blood damage by 1d6.
  • Petrifying Blood: This augmentation causes the fellblood scion’s blood to become hard as stone, altering the extra damage dealt by blade of profane blood to bludgeoning damage. When the fellblood scion loses hit point to deal extra damage the struck take 1d4 points of Dexterity damage, a successful Fortitude save halving the Dexterity damage. If the struck creature is brought below half of it current hit points by the attack, it is instead petrified as per flesh to stone on a failed Fortitude save and take 1d4 Dexterity damage on a success. Unlike the flesh to stone spells, the petrified creature's possessing are not turned to stone. This augment reduces the blade of blood damage by 3d6.
  • Vitae Drain: A blade of profane blood altered by the blood augmentation does not deal any extra damage. Instead, on each successful strike, the fellblood scion heals a number of hit points equal to the amount of extra damage she would have dealt whenever she hits with the imbued weapon. The fellblood scion cannot choose to lose hit points to deal extra damage while using a blade of blood altered by this augmentation. This augment does not reduce the damage dealt by blade of profane blood.

Preserving Blood (Ex): At 3rd level the fellblood scion gain Diehard as a bonus feat and the fellblood scion add her class level to the amount of negative hit points needed for her to die. She does not need to meet the prerequisites of the feat, and if she already had the feat, she gains another feat she meets the prerequisites of instead. Additionally when the fellblood scion takes bleed damage, she may end the bleed effect as an immediate action.

Fellblood Incantations (Sp): A 2nd level fellblood scion has learned to tap into her bloodline, gaining some spell-like abilities. The DCs of her spell-like abilities are Charisma-based, and she may use all spell-like abilities granted by this ability a number of times equal to 1 + her Charisma modifier. The number uses is shared between all spell-like abilities.

At 2nd level she gain her choice of two of the following spells as spell-like abilities: bladed dash, beast shape II (dire bat or dire wolf only), command undead, blood biography, bloodbath and levitate

At 5th level she gain an additional use of her spell-like abilities and select two additional spell-like abilities, she expand her selection to the following list: charm monster, dimension door and gaseous form

At 8th level she gains an additional use of her spell-like abilities and selects two additional spell-like abilities.

Living Blood (Su): At 7th level the fellblood scion’s blood grants her regenerative quality of its own. She gains fast healing 2, or improves her current fast healing by 2. Additionally the fellblood scion can rejoin any severed limb to her body within 1 round if pressed against the wound, as long as the limb still has a functional circulatory system (not carbonized, skeletonized, etc).

Blood Ascension (Su): Once per day as a free action, a 10th level fellblood scion may unleash the power of bloodline through her cursed mark. While in such a state, her blade of profane blood is constantly active and all weapons she wields are considered imbued weapons. She gain a +6 profane bonus to Strength and Dexterity and is constantly under the effect of haste. She remain in this state for up to 1 minute, after which she become staggered for 1 round.

Undying Blood (Ex): Upon reaching 10th level, the fellblood scion becomes nigh immortal. Firstly her body cease to age, gaining a Druid’s Timeless Body. Additionally when she dies, her body slowly regenerate, regaining life as per raise dead without any negative level after 1 minute. This regeneration from death is stressful on the body and only function if her body is within a state to be raised by the raise dead. If the fellblood scion was decapitated she can still regenerate if her head is pressed against the stump, reattaching itself. After returning from the dead this way, the fellblood scion cannot do so again for 24 hours.



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Leziad's Homebrew (4431 Articles)
Leziadv
Article BalanceHigh +
AuthorLeziad +
Base Attack Bonus ProgressionGood +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level6 +
Racial RestrictionsHuman +
Rated ByThe bluez in the dungeon +
RatingRating Pending +
Reflex Save ProgressionPoor +
SkillAppraise +, Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Perform +, Profession +, Ride +, Search +, Sense Motive +, Speak Language +, Spot +, Survival +, Swim + and Tumble +
Skill Points6 +
SummaryA blood-based martial class about exploiting one’s dark lineage. +
TitleFellblood Scion +
Will Save ProgressionGood +