Bloodguard A Vampire Lord bids a servant of the night to terrorize a village below his castle. Sworn to obey, they take to a steed and ride cowled all in black. The Old God of Blood demands a sacrifice out of his Knights through a well-stained chalice. They pour the blood of their victims into it and drink it gladly, for it feeds their master. Bloodguards are the cursed knights of unholy or vicious masters; they are burdened with dark purpose and use overwhelming strength and unholy magics to meet their ends. Whether your bloodguard seeks to serve a public good or adheres to the nature of the dark, they are defined by the ruthlessness bestowed to them by supernatural and unworldly beings. Tributes This power comes at a price, however. Covenants taken by a patron--be them fiend, undead, aberration or even divine-- require a constant tribute. It is also under the patrons discretion to issue Decrees, tenants of the Covenant that they must obey or risk the Covenant's absolution. No powers come from such breakings, for betrayers either clutch at the shadows of their former selves or are hunted down swiftly by other agents of that patron.
Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
1st | +2 | Bloodlust | — | — | — | — | — |
2nd | +2 | Fighting Style, Spellcasting, Bloodsense | 2 | — | — | — | — |
3rd | +2 | Blood Covenant | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Extra Attack | 4 | 2 | — | — | — |
6th | +3 | Cull | 4 | 2 | — | — | — |
7th | +3 | Blood Covenant feature | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 3 | 2 | — | — |
10th | +4 | Warrior's Challenge | 4 | 3 | 2 | — | — |
11th | +4 | Improved Bloodlust | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 3 | 3 | 1 | — |
14th | +5 | Face of Death | 4 | 3 | 3 | 1 | — |
15th | +5 | Blood Covenant feature | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Crimson Tempest feature | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Blood Covenant | 4 | 3 | 3 | 3 | 2 |
Bloodsense Starting at 2nd level, through your eldritch bond, you gain the ability to sense the blood of your prey. You gain advantage on Wisdom (Survival) checks to track down foes and Charisma (Intimidation) checks on enemies that are at half of their Hit Point Maximum (Wounded). Blood Covenant By 3rd level, the essence of your patron coursing through your veins can be bent to your will. You may now choose a Blood Covenant as the final step to show your dedication to the power of your patron. Each requires different sacrifices or tributes according to your patron. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include Blood Covenant spells. Covenant Spells Each covenant has a list of associated spells. You gain access to these spells at the levels specified in the covenant description. Once you gain access to a covenant spell, you always have it prepared. Covenant spells don't count against the number of spells you can prepare each day. If you gain a covenant spell that doesn't appear on the bloodguard spell list, the spell is nonetheless a bloodguard spell for you. Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Cull Starting at 6th level, once per long rest, you can spend one spell slot as an attack action on your turn, voluntarily taking piercing damage equal to 10 - Your Constitution modifier,and expend a spell slot to teleport up to 30 feet in a direction of your choosing. A streak of crimson blood appears between your weapon and its previous position after teleporting.Dealing 2d8 piercing damage for a 1st-level spell slot, plus 1d8 more for each spell slot level higher than 1st, to a maximum of 5d8,in addition to the weapon's damage. Targets that are within this line can make a Dexterity saving throw,taking half damage on a successs. Warrior's Challenge At 10th level, as a bonus action, you level your weapon at a target of your choosing within 60 feet of you and challenge them to face you in single combat. To the target, the world seems to grow red and indistinct around them, leaving you alone as its focus. The target has disadvantage on all attacks on any creature besides you for a number of rounds equal to your highest available spell slot level and then the condition fades. You can use this ability once per long rest. Face of Death Starting at 14th level, as an action, you can call upon the visage of your terrible power to frighten a Large or smaller creature within 10 feet of you. The target must succeed on a Wisdom saving throw or be frightened for a number of rounds equal to your Wisdom modifier. The frightened creature has disadvantage on all ability checks and attack rolls while the source of its fear is within line of sight. The creature also can't willfully move closer to the source of it's fear. The condition ends when you or the creature go unconscious or when it takes damage. Fear check DC is equal to your spell save DC. At 18th level, the range of this ability increases to 30 feet. Crimson Tempest At 18th level, as a bonus action on your turn, for 1 minute the power of the Blood accelerates your body to unnatural limits, almost seeming to make time slow down as you become hyper-aware of every drop of blood, every bead of sweat, and every swing of a blade. You regenerate hp every round equal to your Constitution modifier, a +1 bonus to AC, a +3 bonus to all saving throws, and are able to move an additional 15 feet on your turn. Every enemy that starts its turn adjacent to you during the quickening takes damage equal to your Wisdom modifier and is slowed,as if it were under the effects of a slow spell until the end of its turn, as long as you are able to make opportunity attacks. When you come down from this invigoration, you suffer 1 point of exhaustion until you take a long rest. You can use this ability once per long rest. Blood Covenants These are the pacts you take with the patron of your choice. Its very words are etched into your psyche and your very body, transforming you into a juggernaut of death and woe. Each pact requires tribute, growing as you grow in power. You must prove that you are the one to take this covenant, and you shall through the bodies, blood, and terror you sow into your master's enemies. Covenant of Domination Your masters feed on raw emotion from mortals, the most delicious being utter terror. Spread their influence wide by sowing hysteria and controlling the weak-willed. This Covenant must be satisfied twice each week, in which you invoke hysteria on an increasing number of people each milestone. Covenant Spells You gain covenant spells at the bloodguard levels listed. Covenant of Domination Spells Bloodguard Level Spells
3rd | command, dissonant whispers |
5th | hold person, crown of madness |
9th | fear, slow |
13th | phantasmal killer, dominate beast |
17th | geas, dominate person |
3rd | wrathful smite, armor of agathys |
5th | blur, shatter |
9th | haste, blink |
13th | staggering smite, fabricate |
17th | flame strike, destructive wave |
3rd | false life, find familiar |
5th | ray of enfeeblement, mirror image |
9th | speak with dead, vampiric touch |
13th | blight, dimension door |
17th | raise dead, contagion |
You start with the following equipment, in addition to the equipment granted by your background:
By 2nd level, you have learned to draw on unholy magic through dark contemplation to cast spells. Preparing and Casting Spells The Bloodguard table shows how many spell slots you have to cast your spells. To cast one of your bloodguard spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of bloodguard spells that are available for you to cast, choosing from the bloodguard spell list. When you do so, choose a number of bloodguard spells equal to your Wisdom modifier + half your bloodguard level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level bloodguard, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. 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 bloodguard spells requires time spent in contemplation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your bloodguard spells, since their power derives from your connection with the unhinged power of your patron. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus You can use a cursed symbol as a spellcasting focus for your bloodguard spells.