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Blackblood skirmisher


Hit Points

Hit Dice: d8 per Blackblood skirmisher level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor: light
Weapons: simple
Tools:
Saving Throws:
Skills: Mutaions:  
  • (cost 1) Claws:light, finesse, a once claws are activated the player can choose to leap at an enemy for 1d12+modifier damage, the creature must make a dex save or be knocked prone (cost1) whip-fist: light 15ft reach 1d6 piercing or slashing, the player can choose too sweep with the whip-fist for a 15ft cone attack for 1d4 (cost 2) hammer-fist: heavy 1d12 bludgeoning, once activated the player can choose too charge a cone attack of 15ft cone for 1 turn before creating difficult terrain and 2d12 piercing damage (cost 1) muscle arm: gain a additional hit dice with thrown weapons and increase range by 2x (cost 3) Blade: 1d10 slashing with cleaving 5ft cone attack taking a 1 turn charge can send player forward 10ft in a direction anyone caught within a 5ft radius takes 2d12 damage (cost 3) tendrils: 1d6 reach budging and piecing damage at the expense of being attacked with advantage the player can grapple a creature of small or medium size with a dc modifier of the players dex, failing the creature is restrained and must make a dex save of 13 to escape. (cost 2) shields: at the expense of being able to attack the player can gain +3 ac and upon being attacked the player can use there reaction role too counter attack a failed attack role on them dealing 1d8 (cost 1)chitin plating: gain a +2 to AC against non magical attacks (cost 1)doctors appendage: 1d4, gain a +3 medicine and advantage to stabilizing attempts. (cost 2) screeching mind: gain advantage resisting mind control and insanity checks. (cost 2)long maw: as a bonus gain a bite attack for 1D4 dex (cost 1) enhanced snout: gain +2 survival and +5 to tracking roles involveing scent (cost 1) strider legs: gain 10ft of movement speed (cost 2) wall ride: the player gains the ability too run on walls but can only travel forward and down, spending 2 mutation points allows the player too run up walls with a 30ft climb speed (cost 1)air glide: the player gains the benefits of feather fall. (cost 1) hopper legs: gain a jump of 10 ft jump (cost 1) tremor sense: the player gains 5ft of tremor sense investing more mutation points will increase the tremor sense by 2X but can only be raised too 40ft (cost 1) hunters sight: see creatures body heat 10ft of thermal vision investing more mutation points will increase the tremor sense by 2X but can only be raised too 40ft (gained upon completing tremor sense and hunter sight) eye of the beholder: upon investing completely into tremor and hunter sight the player gains 20ft of truesight. (cost 3) serumbomb: (explosion attack on failed creatue (cost 1) extra appendage: using there reaction they can attack with a cost 1 mutation but cannot use there special with the extra limb. (cost 2) tail a tail of players choice, cat tail gives +2 too Dex and reduce fall damage by 1die. scaled tail gains a d4 bludgeoning attack and advantage on escaping grapples and restrained, bonetail gain a d8 attack at the expense of a -3 too stealth, spiked tail gain a 68 pierceing attack. (cost 1) webbed feet: gain a 20ft swim speed (cost 3) wings: gain a 10ft flight speed (cost 1) oiled skin: gain advantage against being grappled at the expense of taking 1D4 fire damage if hit with a fire attack type (cost 2) fur: gain resistance too cold damage and do not take penalties from slowing effects.

Overview & Creation

the Blackblood skirmisher excels at hit and run tactics as well as being able too adjust too almost any situation


Class Features

Mutations; the skirmisher is a living weapon wearing sheeps clothing, there is no "true" form for a Blackblood skirmisher other then how the host once appeared too be however the skirmisher has no organs nor brain but is instead a being of pure muscle and veins operated like a puppet with a central control node where the brain once rested. the black blood has a biomass that it can manipulate turning from compressed rapidly expanding tissue too a bone like material stronger then steel.   level One Regeneration: The blackblood skirmisher is a robust creature in seconds the Blackblood can replicate lost matter : 1d4 per round at level 3 this increases too 2d4 at level 6 4d4 and at level 10 4d6   Unarmored Defense while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifire   Sneak attack 1d6 at level 3 2d6 at level 5 3d6 at level 7 4d6 at level 9 5d6 at level 11 6d6 at level 13 7d6 at level 15 8d6 at level 17 9d6 at level 19 10d6   mutation points; a skirmisher can change the set of mutations after a long rest. a level 1 starts with 3 points a level 3 5 points


Spellcasting

A blackblood is incapable of useing true magic as it has no means of affecting the arcane haze that swirls over the landscape for a Blackblood has no soul, however a blackblood can sacrafice there own biomass too project ranged abilities.


Subclass Options

a brotherhood seaks the young skirmisher after experience in the field being accepted by a brotherhood is seen as an honor and too be celebrated as through the mass tangle of voices and minds the upper echelons of the voice have picked the skirmisher for a duty.   Brother of time: the flesh is weak the body withers but the voice endures, a brother of time knows this well and fully accepts the fact his role as a disposable pawn for the greater good of mankind, however those who do aceapt this fate are granted forsight of the future as the billion voices converge and minds meld the psychic energy a brother of time can harness can alter and slow space time. (note at 1 point use this as a way too give them haste, and at one point the DM can tell the player what will happen in the next turn)   Blood brother: forged by the blood and trained too kill, the blood brother often has issue controlling a unending lust of bathing in the blood and eating the entrails of there defeated victims. however the bloodlust has its own benefits for if it did not it would have been erased from the voice long ago the, serum inside the skirmisher ignites in a red haze shacking so quickly that the feeling is akin too a enraged hornet swarm making the skirmisher grow accustomed too pain though be it at the loss of foresight and reasoning. when a blood brother enters a blood tryst its as though there body is lit ablaze and enveloped in a steamy mist (note at start player gains the ability too tryst resisting damage too bludgieng pierceing and slashing, later this is upgraded too include enviremental and at level 10 they gain fire resistance) (another note the player exsudes a boiling hot steam aoe of 15ft diameter circle entering tryst doing 2d6 at level 3)   At level 3: the Blood brother can enter blood tryst, a state of maddening anger and throw into fits of fury. upon entering a blood tryst the Blood brother expels a 5ft radius of scalding steam for 2d6 fire damage this damage increases after level, 5 into 3d6 at level 7 4d6 at level 9 5d6 at level 11 6d6 at 14 7d6 at level 16 8d6 at level 18 9d6 and at level 20 10d6 note this damage is not considered magical (Blood tryst uses the same rules as barbarian rage)   At level 5: extra attack   frenzied march: in a semi formal fashion a bloodbrother can use there bonus action too "inspire" friendly creatures too add 10ft to movement speed.     At level 7: Steamwalker: the Bloodbrother steam will persist long after trysting and becomes a 6th sense, the blood brother if surprised can act normal unless incapacitated but must enter tryst.   At level 9: feral precision: the blood brother can use one additional damage dice when rolling a critical strike This increases to two additional dice at 13th level and three additional dice at 17th level.   Starting at 11th level:   masochistic tryst the blood brothers tryst can keep them fighting past the point of reason. If the blood brother drop to 0 Hit Points while in a tryst and don't die outright, the blood brother can make a DC 10 Constitution saving throw. If the blood brother succeed, they drop to 1 hit point instead.   Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10.   plague boy: often ridiculed however respected the plague boy gains its place in the voice through its expertise in chemical warfare and ranged assaults through pus filled acidic boils or spit with ravenous flesh eating parasites


Created by

supershortgoblin.

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