Witchblade (5e Class)
Rate this article |
Discuss this article
- 1 Witchblade
- 2 Class Features
- 2.1 Hit Points
- 2.2 Proficiencies
- 2.3 Equipment
- 2.4 Blood Magic
- 2.5 Nightstalker
- 2.6 Crimson Armaments
- 2.7 Thin Blood
- 2.8 Witch's Cunning
- 2.9 Bonded Doll
- 2.10 Witch's Coven
- 2.11 Bloodletter
- 2.12 Endure Agony
- 2.13 Soulcutter
- 2.14 Hungry Shadow
- 2.15 Crimson Reaper
- 2.16 Grim Psychometry
- 2.17 Bloodforged Mettle
- 2.18 Borrowed Life
- 2.19 Eternal Bond
- 2.20 Wounding Blade
- 2.21 Dark Harvest
- 2.22 Bloody Rebirth
Many forms of magic are more potent if you possess a piece of the creature you're attempting to target, due to that piece's lingering connection with the whole. By affecting the piece, you affect the whole - This is called empathetic magic, and has found applications in everything from tracking an outlaw via a clump of their hair, to torturing a prisoner by sticking pins in a doll of their likeness. This form of magic is very personal, usually painful, and often bloody, as obtaining a part of your target must either be done by sleight of hand, or by force. This forces dedicated practitioners of this type of magic to be sneaky, good with a blade, and strong of stomach.
Witchblades are these practitioners, practicing their bloody art in the dead of night, out of the sight of the normal folk who wouldn't understand.
Whether carving runes, draining blood, severing body parts, or fending off monsters and lynch mobs alike, Witchblades become intimately familiar with sharp objects from the moment they discover their knack for the art, and thus always keep a dagger or sword around for their craft. Ultimately, this leads most of them to become shadowy warriors of a sort, since most advancements in their craft are carved out like hacking a trail through the jungle - Cut by jagged cut.
As for the magic they practice in this manner, most Witchblades are trying to accomplish a specific purpose that drives them - Bringing a loved one back from the dead, bringing down the monster that killed their family, or recovering an ancient relic. The rest are studying their craft for knowledge's sake - They want to push the limits, see how far it goes, discover all the hidden connections in the world so they can understand why certain things happen.
Creating a Witchblade
When creating a Witchblade, keep in mind how they came to possess this power, and what drives them to perfect their craft. Did they discover sorcerous blood in their veins during an emotional outburst, or did they make a pact with a dark entity one night in the woods with their friends? Do they have some ultimate goal in mind, like toppling a corrupt empire, or are they just cutting the world open to see what makes it tick?
You can make a Witchblade quickly by following these suggestions.
- First, Constitution should be your highest ability score, followed by Intelligence and Dexterity.
- Second, choose the Criminal background.
- Third, choose the Mage Hand and Green-Flame Blade cantrips, along with the following 1st-level spells for your spellbook: Absorb Elements, Compelled Duel, Shield, and Thunderous Smite.
Witchblade uses the following rules when multiclassing.
You must have a Constitution score and an Intelligence score of 13 or higher in order to multiclass in or out of this class.
When multiclassing into the Witchblade class, you gain the following proficiencies:
- Simple and Martial weapons
- Light armor
- Thieves' Tools
- One skill from the Witchblade's list.
When multiclassing, Blood Magic interacts with other forms of magic in the following ways.
Spell Slots: When determining the spell slots for a multiclassed spellcaster, half your levels in Witchblade are added to the total.
Blood Points: For the purposes of determining the Max Spell Level Known, Maximum Blood Pool and Max Blood Per Spell for a multiclassed Witchblade:
- Add all of your levels in Wizard, Cleric, Sorcerer, Warlock, Druid, Bard and Blood Hunter to your Witchblade class level,
- And half your levels in Paladin and Ranger.
- If you are an Eldritch Knight Fighter, add half your Fighter levels to your Witchblade level;
- If you are an Arcane Trickster Rogue, add half your Rogue levels to your Witchblade level
- If you are a Four Elements Monk, add half your Monk levels to your Witchblade level
Thus, if you possess 3 levels in Witchblade, 2 levels in Ranger, 3 levels of Warlock, and 4 levels of Arcane Trickster, you would have the Max Spell Level Known, Max Blood Pool, and Max Blood Per Spell of a 9th-level Witchblade, giving you a Max Spell Level of 3rd, Max Blood Pool of 9, and Max Blood Per Spell of 5.
Crimson Versatility: If you have both the Blood Magic class feature, and the Spellcasting and/or Pact Magic class feature, you can use spell slots from the Spellcasting and/or Pact Magic features to cast Witchblade spells.
Additionally, you can use Blood Points, in place of spell slots, to cast spells of 5th level and lower that you possess via Pact Magic or Spellcasting. However, their Blood Point costs are increased, as shown on the table here:
|Spell Slot Level||Blood Point Cost|
As a Witchblade, you gain the following class features.
Hit Dice: 1d8 per Witchblade level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Witchblade level after first
Armor: All Light armor
Weapons: All Simple and Martial weapons
Tools: Thieves' Tools, plus one set of Artisan's Tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana, Perception, Stealth, Insight, Deception, Investigation, Survival, Medicine.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A scimitar, (b) A longsword, or (c) Any simple weapon
- (a) A component pouch or (b) An arcane focus
- (a) A burglar's pack, (b) Dungeoneer's pack, or (c) An explorer's pack
- Leather armor, a spellbook, two daggers, and Thieves' Tools.
| Max Spell
| Max Blood |
|1st||+2||Blood Magic, Nightstalker, Crimson Armaments||2||1st||1||1|
|2nd||+2||Thin Blood, Witch's Cunning, Bonded Doll||2||1st||2||1|
|4th||+2||Ability Score Improvement||2||1st||4||3|
|5th||+3||Bloodletter, Endure Agony||3||2nd||5||3|
|6th||+3||Soulcutter, Hungry Shadow||3||2nd||6||3|
|7th||+3||Witch's Coven Feature, Crimson Reaper||3||2nd||7||5|
|8th||+3||Ability Score Improvement||3||2nd||8||5|
|10th||+4||Witch's Coven Feature||4||3rd||10||7|
|11th||+4||Bloodforged Mettle, Borrowed Life||4||3rd||11||7|
|12th||+4||Ability Score Improvement||4||3rd||12||7|
|15th||+5||Witch's Coven Feature||5||4th||15||9|
|16th||+5||Ability Score Improvement||5||4th||16||11|
|18th||+6||Witch's Coven Feature||5||5th||18||11|
|19th||+6||Ability Score Improvement||5||5th||19||13|
Witchblades cast spells using blood to power their magic; these spells are drawn from the Witchblade spell list.
You learn two Cantrips from the Witchblade spell list. At 5th, 9th and 13th level, you may learn another cantrip from the list.
At first level, you gain a spellbook, containing 4 spells of your choice from the witchblade spell list. This spellbook is a repository of your spells (Except your Cantrips, which are always fixed in your mind). Your spellbook otherwise functions exactly as a Wizard's spellbook.
At first level, you gain the ability to generate a pool of Blood Points, which are used to fuel your spells. The maximum amount of Blood Points you can have at any given time is determined by your level and shown on the table above.
Your Blood Pool begins play empty; In order to cast spells, you must fill it by generating Blood Points, which is done either by slaying and harvesting life force from a blood-bearing creature (A creature with blood in its body - this rules out Elementals, Undead, Plants, Constructs and Oozes, unless otherwise specified - Such as a Vampire who has recently fed), or by converting your own life essence (Hit dice) into Blood Points.
Harvesting Blood Points
- When a blood-bearing creature dies within 60ft of you, you can use your reaction to harvest Blood Points from it, equal to 1/4 the creature's CR, rounded up; Creatures of a CR less than 1 do not grant Blood Points, as the energy that was there was too little to be stable, and dissipates into mist when you try to harvest it. This is the maximum number of Blood Points you can harvest from the creature, so when abilities such as Bloodletter give you blood points, they merely subtract them from this total.
Creating Blood Points
- At the end of a short rest, you can turn Hit Dice into Blood Points, or Blood Points into Hit Dice.
- Converting Hit Dice Into Blood Points: You can turn a number of Hit Dice, up to your Proficiency bonus, into Blood Points. This consumes the Hit Dice as if you had spent it to heal yourself during a short rest. Hit dice spent in this way are regained at the end of a long rest, as normal.
- Converting Blood Points Into Hit Dice: You can turn a number of Blood Points, up to your Proficiency bonus, into Hit Dice. These dice are always d8s, and each Hit Dice created costs 2 Blood Points. You cannot create more Hit Dice in this manner than you could normally possess; Thus, a 2nd-level character could not have more than 2 HD at a time.
Preparing and Casting Spells
The Witchblade table above shows how many Blood Points you can possess at a time, which are used to cast your spells of 1st level and higher. To cast one of these spells, you must expend a number of Blood Points, as shown on the table below. Just as any caster can cast many spells from higher-level slots to improve their effects, you can spend additional Blood Points to cast a spell as if from a higher-level spell slot, but you can never exceed the maximum number of Blood Points you can spend on a single spell, as noted on the table above.
|Spell Slot Level||Blood Point Cost|
You prepare the list of Witchblade spells that are available for you to cast. To do so, choose a number of Witchblade spells from your spellbook equal to your Intelligence modifier + your Proficiency modifier (minimum of one spell). The spells must be of a level for which you can cast, noted on the table.
For example, if you’re a 3rd-level Witchblade, you have up to 3 Blood Points, and your max Blood Points spent on a single spell is 3. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1 or 3 Blood Points, casting it as if from a 1st-level or 2nd-level spell slot, respectively. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Witchblade spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Constitution is your spellcasting ability for your Witchblade spells, since your spells are powered by life force and controlled by pain tolerance. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Witchblade spell you cast, and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
You can use an arcane focus as a spellcasting focus for your Witchblade spells. Additionally, your Blade of Blood functions as a spellcasting focus, and your Bonded Doll works as a spellcasting focus when attempting to cast a spell on the target the Doll is Bonded to. Likewise, if you possess a piece of a creature - Toenail clippings, a lock of hair, a vial of blood, a bone, or the like - You can use that as a spellcasting focus when attempting to target that creature with a spell.
Learning Spells of 1st Level and Higher
Each time you gain a Witchblade level, you can add one Witchblade spell of your choice to your spellbook. Each of these spells must be of a level you can cast. On your adventures, you might find other spells that you can add to your spellbook.
You are particularly familiar with skulking around in the night, and are adept at traveling and surviving in the dark. You gain Darkvision out to a distance of 30ft if you do not already possess it, but gain no other benefit if you do possess Darkvision from another source.
While traveling for an hour or more at night or in another dark location, such as underground or on the Shadow Plane, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
At 1st level, you learn how to turn the life force you have stolen into tools for self defense. This gives you two abilities.
Blade of Blood: As long as you have at least one Blood Point, a bonus action, you can create any melee weapon you are proficient with; The weapon deals Slashing damage in addition to whatever other type of damage it deals, and it appears to be made from a ruddy, pitted, rusty-looking metal with a crimson sheen, and an obviously-magical faint red glow. If this weapon is broken, or leaves your hand for more than a round, it dissipates into red mist, and you lose one Blood Point, but you can summon it again with no issue. If you dismiss the weapon (no action required), or if you die, the weapon also fades, but does not cause you to lose a blood point, as the metal merely liquefies and slithers back into your veins.
You may also bond an existing weapon to your blood, absorbing it into yourself and gaining the ability to call it forth in place of your normal Blade of Blood. Bonding to a weapon in this way is done over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
In addition, you may use your Bonded Weapon(s) as an Arcane Focus for your spells.
Armor of Blood: Whenever you gain a Blood Point, your skin takes on a rusted appearance, as if caked in dried blood. You gain temporary hit points equal to your class level, plus your Constitution modifier.
Beginning at 2nd level, you know how to weaken a foe when they let their guard down. Once per turn, when you use the Attack action against a blood-bearing creature, and you have advantage on the attack roll, you can make a melee spell attack in place of a normal weapon attack, to thin their blood for 1 minute. While that target's blood is thinned, critical hits against the target deal additional Necrotic damage equal to your Constitution modifier.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
At 2nd level, you gain the ability to take various kinds of actions outside of the norm, by expending your stored Blood Points. At 3rd level, you learn two Cunning Tricks from the list below; You learn an additional Cunning Trick from the list at 5th, 10th, 14th and 19th levels.
- Shimmering Blackness: You can spend 1 Blood Point to take the Dodge action as a bonus action on your turn.
- Fleeting Shade: You can spend 1 Blood Point to take the Dash or Disengage action as a bonus action on your turn; When you do, your jump height is doubled for the turn.
- Slip Away: You can spend 1 Blood Point to take the Hide action as a bonus action on your turn.
- Forbidden Sight: You can spend 1 Blood Point to take the Search action as a bonus action on your turn.
- Profane Gift (Requires Level 5): You can spend 2 Blood Points to take the Help action as a bonus action on your turn, and may do so at a range of 10ft.
- Lashing Shadows (Requires Level 5): As a reaction when you are attacked in melee, you can expend 2 Blood Points to make an attack of opportunity against that target. The first time you use this in combat against any individual creature, the attack of opportunity is also made with advantage; Thereafter, the attack of opportunity is made as normal.
- Uncanny Forethought (Requires Level 5): You can spend 2 Blood Points to Ready an action as a bonus action on your turn, and if the Readied action is a spell, you gain advantage on all Constitution checks made to retain concentration on that spell. Additionally, while using Uncanny Forethought, you are immune to effects that would prevent you from taking a reaction.
- Ninja Vanish (Requires Level 5): As a reaction to being knocked prone, pushed any distance against your will, or attacked while prone, you can spend 2 Blood Points to vanish in a puff of shadowy smoke and teleport up to 30ft. If you were knocked prone or attacked while prone, you automatically stand up, though doing so reduces your movement by half on your next turn; If you were pushed, you teleport just before the push occurs.
- Crimson Dodge (Requires Level 5): When a creature attacks you, you can spend 2 Blood Points as a Reaction to reduce the damage dealt by that attack by half.
- Dance of Ruin (Requires Level 5): When you take the Attack Action while wearing light or no armor, your speed is hard for your target to follow, preventing them from launching an effective retort. Whenever you take the Attack Action, you can spend 2 Blood Points for each creature struck. Each creature must make a Wisdom saving throw against your spell save DC; If they fail, that creature suffers disadvantage on attack rolls against you until the end of its next turn.
- Guillotine Scythe (Requires Level 5): At 5th level, whenever you make a melee attack with your Bonded Weapon, you can choose to swing wide and catch several opponents in your attack. In order to do so, you spend 2 Blood Points as part of the action used to make the attack; If you do, the attack hits all targets in a cone, using the attack's reach as the cone's length (Typically 5ft for a normal weapon attack, or 10ft for a weapon with the Reach quality). You roll one attack roll and compare it to the AC of all creatures caught within the cone; You also make one damage roll and deal that much damage to all creatures within the cone whose AC the attack beat. However, any creature against which this attack did not have advantage can attempt a Dexterity saving throw against your spell save DC; If they succeed, they take only half the appropriate damage.
- Disappear (Requires Level 10): At 10th level, you learn to slip away when flame, ash, and dust fills the air, obscuring your foe's sight of you. Whenever you succeed at a Dexterity saving throw to take only half damage, you may spend 3 Blood Points as a reaction, to move up to half your movement speed and perform the Hide action at the end of your movement. This movement can never provoke attacks of opportunity.
- Blade Magic (Requires Level 10): When you use your action to cast a Cantrip, you can spend 5 Blood Points to make a single weapon attack with your Bonded Weapon as a bonus action.
- Improved Blade Magic (Requires Level 14): Immediately after you perform the Attack action with your Bonded Weapon, you can spend 7 Blood Points to cast a Cantrip as a bonus action, as long as that Cantrip would ordinarily require an action to cast.
- Greater Blade Magic (Requires Level 19): When you use your action to cast a spell, you can spend 17 Blood Points to make a single weapon attack with your Bonded Weapon as a bonus action.
- Cloak of Shadows (Requires Level 14): At 14th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can spend 5 Blood Points as a bonus action, to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
- Opportunist (Requires Level 19): You can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can spend 7 Blood Points as a Reaction to make an attack of opportunity against that creature.
At 2nd level, you learn how to create a bond between an object and a creature. As part of any short or long rest, you can craft a featureless doll, made of cloth and stuffed with all manner of leaves, grass, feathers, wool, and the like. As a bonus action, you can expend 1 Blood Point and select a target you can see within 60 feet that you would like to Bond the doll to. That target must make a Wisdom saving throw; If they fail, they are bonded to that doll for 1 minute, and the doll takes on the appearance of a miniature, stuffed version of the creature. You can, of course, bond to the doll yourself, in which case you may simply choose to fail the save. When you choose to Bond a creature to a doll, you can choose either a Baleful Bond or a Beneficial Bond.
The doll can be attacked or knocked out of your hand; It has AC equal to 10 + the Witchblade's proficiency modifier + the Witchblade's Dexterity modifier, and hit points equal to the Witchblade's character level, plus their Intelligence modifier. If the doll is destroyed, the bond ends and the Witchblade must make another doll before they can use this feature again. If the Witchblade uses this feature on a different creature - Using either the same doll or another doll they've created - While a bond is already in place, the previous bond breaks. The Witchblade may only have one Bonded Doll in existence at one time.
- If you choose to form a Baleful Bond, you can attack or cast spells on the doll, rather than the Bonded creature, in order to affect the creature; To do so, you must have the doll in-hand. Other creatures can use the doll as well, if they have either the Bonded Doll class feature, or proficiency with the Arcana skill. The doll is merely a means of targeting the creature; You must still beat the creature's AC, and the creature must fail saves on its own, and so forth. Each time you use the doll to target a creature with a spell or attack, the target makes a Wisdom saving throw. If they fail, the spell or attack affects the target regardless of distance or plane, including dealing damage or triggering a saving throw, and so forth. If they succeed, any attack roll against the target made via the doll is made at disadvantage, and the target gains advantage on any saving throw they make against a spell or attack used against them via the doll. Any spell cast via the doll must affect only a single target, and that target must be the creature you have bonded the doll to.
- If the target of the Baleful Bond dies while bonded, and is a blood-bearing creature, you automatically gain Blood Points from it as if you'd spent your reaction to harvest them, though you need not actually expend your reaction, and the creature need not be within 60ft of you when it dies.
- If you choose to form a Beneficial Bond, when the Bonded target would be subject to damage or a saving throw, they may use your reaction to transfer the effect to the doll instead. In the case of damage, the doll takes damage in their place; If the damage dealt is greater than the doll's remaining hit points, the doll is destroyed, but the Bonded target does not suffer any ill effects associated with the attack. In the case of a saving throw, the Bonded creature negates the effect that triggered the saving throw. In doing so, the doll takes damage equal to the DC of the saving throw; If this damage would exceed the doll's remaining hit points, doll is destroyed, and the Bonded creature doesn't suffer any ill effects from the effect that triggered the saving throw.
- If the target of the Beneficial Bond dies while bonded to the doll, the doll (Should it remain intact) can be used in place of their body to restore them to life. When this is done, the doll grows and shifts, becoming their new body and losing its magic in the process, but the doll bears no ill effects that would've prevented the target's resurrection (Such as poison, disease, curses, or decapitation), and the penalty for being raised from the dead in this manner is reduced by 2, to a minimum of 0.
At 3rd level, you are initiated into a Coven of Witchblades, chosen from the list below, at which point you begin training in their specific traditions and techniques. Up until this point, you were just a hedge witch, testing your powers, and - Likely unknowingly - Proving your worth to the oft-unseen but usually-present elders of the Covens, who will each approach you at their leisure and ask you to join their Coven.
Your choice of Coven grants you a subclass feature at 3rd level, and again at 7th, 10th, 15th and 18th level.
(3 official and unofficial Witchblade Covens.)
|Coven of the Servant||Otherworldly Patron, Expanded Spell List, Eldritch Invocations, Mystic Arcanum, Servant's Gift, Servant's Blessing, Servant's Champion||You are a Witchblade who has stolen power from an otherworldly patron.||Zhenra-Khal|
|Coven of the Silver Mirror||Expanded Spell List, Light Of Truth, Shard of Moonlight, Bridge The Veil, Bond of Transference, Howling Feast, Walk The Veil, Eyes Of Moonlight||A coven that focuses on using their blood magic to heal the injured and reveal the truth.||Zhenra-Khal|
|Coven of the Thousand Blades||Expanded Spell List, Blood Maledict, Storm of Blades, Crimson Masochism, Red Tide, Bloodsoaked Style, Sanguine Rage||A coven more bloodthirsty than most, they revel in destruction for destruction's sake.||Zhenra-Khal|
Coven of the Darkest Night
The Coven of the Darkest Night focuses on stealth, necromancy, shadow magic, and using your enemy as a weapon against themselves, turning their strengths against them.
Coven of the Boundless Wild
The Coven of the Boundless Wild focuses on the strength of the natural world, and the cunning and power of beasts.
Coven of the Builder
The Coven of the Builder focuses on constructing defenses and shaping the land into a kingdom to rule.
Beginning at 5th level, you get better at stealing the life force from other creatures. Whenever you successfully score a critical hit against a blood-bearing creature, the creature must make a Constitution saving throw against your Witchblade spell DC. If they fail, you gain 1 Blood Point, subtracted from the total amount you can gain from that individual creature.
At 5th level, you learn to steel yourself against blasts of arcane magic, powering through them, instead of trying to get out of the way. Whenever you would be forced to make a Dexterity save to take half damage, you can make a Constitution save instead.
Starting at 6th level, your Blade of Blood counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Beginning at 6th level, your magic hungers for the blood you have spilled before you even manage to absorb it. Whenever you land a successful critical hit against a blood-bearing creature, or you successfully use Thin Blood on a blood-bearing creature, that creature must make a Wisdom saving throw against your spell DC. If it fails, it suffers disadvantage on the next saving throw it makes against one of your spells or class abilities, provided the save is triggered within 1 round.
At 7th level, when you use your reaction to harvest Blood Points from a dying creature, you can instead harvest Blood Points from every creature within 60ft of you, that has died since the beginning of your last turn. You cannot harvest Blood Points from a target you have already harvested all remaining Blood Points from. Once you use this feature, you must finish a short or long rest before you can do so again.
When you reach 9th level, you can take 10 minutes to meditate on an object to discern vague details regarding any lingering evil or wicked past surrounding it. Make a Wisdom ability check. Based on the result, the DM may reveal obscure information about dark events that may have previously surrounded the object, or hints toward a sinister purpose. This feature has no effect on objects untouched by evil. An object can only be targeted by this feature once, and future attempts reveal no further details. You cannot use this feature again until you finish a short or long rest.
Beginning at 11th level, you become exceptionally good at gritting your teeth through pain. When you make a Constitution saving throw, and would still suffer a reduced effect when you succeed (Such as using Endure Agony to take half damage from a Red Dragon's fiery breath), you instead suffer no effect if you succeed on the saving throw, and you only suffer the reduced effect if you fail.
Your theft of life energy allows you to life on while others die. At 11th level, when you are reduced to or below 0 hit points, you can expend 1 Blood Point (No action required) to remain at 1 hit point instead.
At 13th level, you learn how to create permanent Bonded Dolls. You are no longer limited to having one Bonded Doll in existence at a time, though you can only bond one doll to any individual creature at a time, you cannot have a number of dolls in existence at one time greater than your Intelligence modifier, and you can only create one doll per ritual. Each doll you Bond to a creature remains Bonded to them indefinitely, unless Remove Curse or any similar effect is cast on them, at which point the caster of the effect can choose whether or not to remove the bond, in addition to any other curses that may be lifted from the target of the spell.
At 14th level, your weapon's thirst leaves every wound it makes dry, brittle, and rotten. Hit points lost to your Blade of Blood’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means, similar to the properties of a Wounding weapon.
At 17th level, your skill at draining the life essence from creatures reaches its pinnacle. Whenever you successfully use Thin Blood on a blood-bearing creature, the creature must make a Constitution saving throw against your Witchblade spell DC. If they fail, you gain 1 Blood Point, subtracted from the total number of Blood Points you could harvest from that creature.
Finally, whenever you use your reaction to harvest Blood Points from a dying creature, you may choose to reduce that creature's corpse to sooty ash.
At 20th level, the life you have stolen allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of red-black energy. All your remaining Blood Points are consumed, causing you to regain 1d4+1 hit points per Blood Point that was consumed by this feature, and then you stand up if you choose. Each creature of your choice that is within 60 feet of you takes necrotic damage equal to the number of Blood Points that were consumed by this feature, plus your Intelligence modifier, and is Frightened until the end of the current turn.
Once you use this feature, you can’t use it again until you finish a long rest.
|Features||Blood Magic +, Nightstalker +, Crimson Armaments +, Thin Blood +, Witch's Cunning +, Bonded Doll +, Witch's Coven +, Bloodletter +, Endure Agony +, Soulcutter +, Hungry Shadow +, Crimson Reaper +, Grim Psychometry +, Bloodforged Mettle +, Borrowed Life +, Eternal Bond +, Wounding Blade +, Dark Harvest + and Bloody Rebirth +|
|Hit Die||1d8 +|
|Identifier||5e Class +|
|Save||Constitution + and Intelligence +|
|Skill||Athletics +, Acrobatics +, Arcana +, Perception +, Stealth +, Insight +, Deception +, Investigation +, Survival + and Medicine +|
|Summary||Shadowy arcane warriors who use blood magic. +|