User:Zhenra-Khal/Cardinal (5e Class)

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Author: Zhenra-Khal (talk)
Date Created: 2/25/2021
Status: In Progress
Editing: Clarity edits only please
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Cardinal

I really hate making fluff so I'll either do this later or pawn it off on someone that is actually good at it. Basically this is a rewrite of Blood Hunter/Atavist/My Witchblade class that i better balanced and doesn't suck.

Class Features

As a Cardinal, you gain the following class features.

Hit Points

Hit Dice: 1d12 per Cardinal level
Hit Points at 1st Level: d12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 + your Constitution modifier

Proficiencies

Armor: Light and Medium armor, shields
Weapons: Simple and martial weapons
Tools: Herbalism Kit
Saving Throws: Constitution, Intelligence
Skills: Choose two from Athletics, Arcana, History, Investigation, Medicine, Perception, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • <- equipment line 1 ->
  • <- equipment line 2 ->
  • <- equipment line 3, add additional "*"s on new lines for each additional equipment line ->

Wealth Rolls

Alternatively, you can ignore the equipment listed above and in your background, and buy 5d4 x 10gp worth of equipment from chapter 5 of the Player’s Handbook.

Multiclassing

The prerequisites for multiclassing into or out of the Cardinal class are a Constitution score of 13 and a Strength or Dexterity score of 13.

When you multiclass into the Cardinal class, you gain proficiency with light armor, medium armor, shields, simple weapons, martial weapons, and proficiency with either the Medicine skill or the Herbalism Kit.

Table: The Cardinal

Level Proficiency
Bonus
Features Hemocraft
Die
Sanguine Rites
Sacraments
Known
Rites
Known
1st +2 Crimson Mark, Cardinal Sin (1)d4 1 2
2nd +2 Mantle of Sin, Blade of Blood (1)d4 2 3
3rd +2 Cardinal Virtue, Sin feature (1)d4 2 4
4th +2 Ability Score Improvement, Crimson Versatility (1)d4 2 5
5th +3 Extra Attack, Greater Virtue (2)d6 3 6
6th +3 Gift of Birth (2)d6 3 7
7th +3 Sin feature (2)d6 3 8
8th +3 Ability Score Improvement, Crimson Versatility (2)d6 3 9
9th +4 - (2)d6 4 10
10th +4 Gift of Life (2)d6 4 10
11th +4 Sin feature (3)d8 4 11
12th +4 Ability Score Improvement, Crimson Versatility (3)d8 4 12
13th +5 - (3)d8 5 12
14th +5 Gift of Death (3)d8 5 13
15th +5 Sin feature (3)d8 5 13
16th +5 Ability Score Improvement, Crimson Versatility (3)d8 5 14
17th +6 - (4)d10 6 14
18th +6 Sin feature (4)d10 6 15
19th +6 Ability Score Improvement, Crimson Versatility (4)d10 6 15
20th +6 Crimson Hierophant (4)d10 6 15

Crimson Mark

Somewhere on your body, there is a mark, be it a birthmark, tattoo, scar, deformity, or some other abnormality on your body, and its color typically (But not always) matches that of your blood (Usually crimson red for most humanoids); It can be a single large mark, or a collection of several smaller ones. As a player, you decide what kind of Mark(s) your character possesses, the appearance of the Mark, and how they were received - Were they Marked at birth, by a symbol or vestigial body part; was it a cursed wound, inflicted during a monster attack; or a ceremonial brand, placed there as part of an initiation or rite of passage? Regardless, your Mark reveals your identity as a Cardinal, which can be a blessing or a curse depending on the person, and you may choose to hide or flaunt your Mark as you see fit. Those that see your Mark can identify you as a Cardinal by making an Arcana check; The DC is typically 20 or higher, as Cardinals, though known sparingly in legend, are quite rare and thought to be myths by most common folk. Some superstitious groups might seek to harm you because of your Mark, seeing it as a sign of evil, while others might view you as a myth made flesh, and attempt to help you on your journey, if for no other reason than to include themselves in the legendary tale that will no doubt be written about you in ages to come.

Regardless of the origin of your Mark, it is a reminder of the event that awakened the core of your identity as a Cardinal - Your use of blood magic, called Hemocraft. Your power comes from harming yourself, a sacrifice you begrudgingly or gleefully make each day in order to unleash your ability. This Hemocraft is represented by a Hemocraft Die, which begins as a d4, and increases in size as you grow stronger and able to endure greater sacrifice, as shown on the Hemocraft Die column of the Cardinal table.

Rend Ichor

The main mechanic of your Hemocraft Die is to Rend yourself, inflicting harm in order to achieve a goal, be it a dice roll, or the activation or amplification of a Hemocraft ability. If a feature allows you to Rend to a type of roll, you Rend yourself according the feature's description, and add the Rend Bonus to the result of the roll. Regardless of the type of roll you Rend to, you can choose to Rend either before the roll is made, or after the roll is made but before you know if it is a success or a failure, at your discretion. When you Rend, whether it be Rending to a roll or Rending to activate or amplify an ability, you roll your Hemocraft die, and lose that number of hit points; Hit points lost during a Rend are not damage in a traditional sense, and thus the loss cannot be mitigated or reduced in any way. The Rend Bonus granted to you in exchange for harming yourself in this way depends on whether the Rend was Minor or Major, as follows:

  • The Rend Bonus granted by a Minor Rend is equal to +1, plus an additional +1 for every 5 hit points you lost.
  • The Rend Bonus granted by a Major Rend is equal to the amount of hit points you lost.

At 5th level, whenever you Rend yourself, you may choose to roll the Hemocraft die twice, and total the results. You can roll the die up to 3 times per Rend at 11th level, and up to 4 times at 17th level.

Traditionally, Minor Rending is allowed for d20 rolls (Such as ability checks or attack rolls), and Major Rending is reserved for instances when smaller dice would be affected (Such as damage rolls). Unless a feature specifically says you can Rend to a particular type of roll and whether the Rend you are allowed to perform is Major or Minor, you cannot Rend to that type of roll. You can Rend any amount of times per turn or per round, but you cannot rend more than once for a feature unless the feature's description specifically denotes it.

Your sacrifice of life force causes your inner flame to sputter, and struggle to regain momentum. Once you Rend you suffer from Crimson Enervation, preventing you from regaining hit points until the beginning of your next turn, and for 1 minute after Rending, you suffer from Crimson Decay, causing all healing you receive to have its effectiveness reduced by half.

Hemocraft Ability

Some Cardinal abilities, such as Sanguine Rites, may require you to make an attack roll, or force a target to make a saving throw. Your Hemocraft relies on a combination or physical endurance, pain tolerance, and sheer strength of life force; Thus, Constitution is the ability you use for your Cardinal Hemocraft. You use your Constitution whenever an ability refer to your Hemocraft ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Hemocraft ability you use, and when making an attack roll with one.

Hemocraft save DC = 8 + your proficiency bonus + your Constitution modifier.

Hemocraft attack modifier = your proficiency bonus + your Constitution modifier.

Bloodborne Sacraments

At 1st level, you learn how to use your blood to perform sacred - Or profane - Rites of hemocraft magic, awakening a primal connection within yourself, binding a magical force to your blood. You can unleash this force sparingly by merely living, but spilling your blood amplifies it further. When you gain your first level in this class, you gain a Bloodborne Sacrament of your choice; Doing so grants you access to the Will that belongs to that Sacrament, and its Sign, if any. You also learn two Rites from among those granted by the Sacrament you have gained; You learn additional Rites as you gain levels, as shown in the Rites Known column of the Cardinal table. You must meet a Rite's prerequisites in order to learn it. You are blessed with another Sacrament of your choice at 2nd level, and again at 5th, 9th, 13th and 17th levels; You automatically gain access to the Will of every Sacrament you possess, as well as its Sign, if any, and you can learn your Rites from any Sacrament you possess.

Corpse Magic and Harvesting Blood

Some Cardinal abilities allow or require you to harvest blood from a creature's remains. However, there are several limitations on this.

First, the creature's remains must be close to you. You may affect a corpse up to 5ft away for every point of proficiency bonus you possess - 10ft away at +2, 15ft at +3, and so on; This is your Corpse Magic range. If affecting more than one corpse with a single harvesting ability, all targeted corpses must be within your Corpse Magic range of both you and of each other in order to affect them all.

Second, the corpse must be of a creature that possesses some form of blood or similar fluid within its body in order for you to harvest any such liquid. You cannot harvest blood from the remains of a Construct or Undead creature, unless the DM specifies otherwise - For example, the corpse of a vampire that has recently fed may be eligible, despite being Undead. Likewise, if there is no blood within a corpse - Such as a corpse you have already harvested, or, for example, the remains of a humanoid that has been bled dry by a vampiric creature - Then you cannot harvest blood from that corpse.

Third, the corpse's size is of importance, as too small a creature cannot possess enough blood on its own to harvest. A Medium creature's corpse can be harvested once. For each size above Medium, the corpse can be harvested one additional time before it is no longer eligible for harvest - Twice for Large, thrice for Huge, and four times for a Gargantuan corpse. However, for each size category smaller than Medium, you must double the number of corpses you need to harvest at once in order to produce the effect - Two Small creatures, or four Tiny ones.

And finally, the creature's life force must be strong enough to fuel the magic you're using it to fuel - And, just like a fire requires more and more fuel to continue burning the larger it grows, your magic requires that you harvest stronger and stronger creatures as you and your magic grow stronger. Thus, before harvesting a creature, ask your DM if it seems to your character's instinct that the creature is strong enough to harvest, based on your level and the creature's CR, as shown on the table below. If a creature's CR is less than the CR listed on the table for a Cardinal of your level, you can gain no benefit from harvesting its blood.

Cardinal
Level
Minimum
Enemy CR
1st-4th 1/4
5th-7th 1
8th-10th 2
11th-13th 3
14th-16th 4
17th-19th 5
20th+ 6

Cardinal Sin

At 1st level, you begin your true journey by willingly to falling to your lowest depths, in order to become your purest self and awaken your true potential. After this dark night of the soul, you choose the true form of your power, in the form of your Cardinal Sin. The Sin you choose grants you features at 1st level, and again at 3rd, 7th, 11th, 15th, and 18th level.


Mantle of Sin

At 2nd level, the things you have done change you, granting you uncanny resilience, unnatural aptitude in some of the things you do, and allowing you to sense the residue of sins that have been committed. This grants you access to the following benefits:

  • You gain proficiency with one skill of your choice. Additionally, you may choose two skills and one tool, all of which you must be proficient with, to be your Cardinal Aptitude proficiencies - Hereafter, when you make a check with one of these Cardinal Aptitude proficiencies, you may Minor Rend to the roll. You may choose another skill or tool you are proficient with to add to your list of Cardinal Aptitudes when you reach 9th level in this class, and again at 13th and 17th levels.
  • Once per round, when Rending yourself would drop you to 0HP, you are dropped to 1HP instead. Additionally, when you roll an 18 or higher on a death saving throw, you regain 1 hit point.
  • Your connection to suffering unlocks a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.


Blade of Blood

At 2nd level, whenever you make a successful attack with a weapon, unarmed attack or natural weapon, you can choose to use Blade of Blood; If you do so, you may Major Rend as part of the attack, and deal additional damage of the weapon's type to the target.

The amount of damage added is based on the range of the attack:

  • If you empower a melee attack with Blade of Blood, the additional damage is equal to the Rend Bonus of that Major Rend, plus one roll of your Hemocraft die;
  • If you empower a ranged attack with Blade of Blood, the additional damage is equal to half the Rend Bonus of that Major Rend, plus one roll of your Hemocraft die.

Cardinal Virtue

At 3rd level, your life force manifests a helpful affinity. You gain one Virtue of your choice, chosen from the following. Each Virtue grants you a feature when first obtained, and another feature when you reach 5th level in this class.

Purity of Flesh

While wearing no armor, your AC equals 10 + Your Dexterity modifier + your Constitution modifier; This does not stack with Unarmored Defense - You use the highest value. Additionally, while wearing no armor, at the start of each of your turns, you gain 1 temporary hit point; These temporary hit points last until depleted, stack with each other (To a maximum number of temporary hit points equal to your Constitution modifier), and with other abilities that grant temporary hit points.

Armory of Blood

You can break down metallic armor and weapons, storing them in your blood until you need them. At the end of a long rest, you can absorb a suit of armor you are proficient with, provided the armor is composed almost entirely of metal. You can also absorb weapons that would fit in your hands - One two-handed weapon, two one-handed weapons, or one one-handed weapon and one shield. These must also be weapons/shields you are proficient with, and they must also be composed mostly of metal. Thereafter, you can use your action to summon and equip the weapons and armor you've stored in your blood, or to store them away again. If you absorb a new piece of equipment in this way, it replaces the old item, and the old item is released harmlessly into your grasp; If the item you are replacing is a one-handed weapon, you must choose which of the previous handheld items you want to replace with the new item.

Sardonyx Mind

Your mind is reinforced with the strength of your blood magic, giving you a smidgen of psychic power. You can telepathically speak to any creature you can see within 30ft of you; You need not share a language with the creature, but it must understand at least one language for it to understand your messages. The creature gains no ability to telepathically respond, however. You can use your reaction to Minor Rend to saving throws against effects that inflict the Frightened or Charmed condition. When doing so, if you succeed on the save, you can also choose to deal Psychic damage, equal to the Rend Bonus of that Minor Rend, to the creature that forced you to make that saving throw; For example, if you lost 11 HP to your Minor Rend, the Rend Bonus would be +3, thus granting you a +3 bonus on that save, and, if you succeed, dealing 3 points of Psychic damage to the creature that forced you to make that save.

Cruorwrought Creature

You learn the Find Familiar spell, and can cast it as a ritual. Constitution is your spellcasting ability. Your familiar takes on a reddish tint (Or a different tint resembling that of your character's blood, as appropriate), and if slain, dissolves into a puddle of blood. When you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.


Ability Score Improvement

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.

Crimson Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a mutation in the way your blood magic manifests and a change in your study of the ancient art of Hemocraft.

  • Replace one Bloodborne Sacrament you know, and all known Rites belonging to it, with another Sacrament you meet the prerequisites for.
  • Replace the option you chose for your Cardinal Virtue feature with one of that feature's other options. If you have the Greater Virtue feature, the benefit granted to you by that feature changes to match your new Virtue.
  • Replace a Fighting Style you know with another Fighting Style available to Fighters.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, once per round, you can activate one of your Signs, Benedictions or Malisons in place of one of those attacks, provided the Sign, Benediction or Malison in question requires an Action to activate.

Greater Virtue

At 5th level, the Cardinal Virtue you chose at 3rd level improves. You gain one of the following benefits, based on your chosen Virtue:

Greater Purity of Flesh

When you take nonmagical Bludgeoning, Piercing or Slashing damage that isn't dealt by a silvered weapon, you can use your reaction to Major Rend; This reduces the triggering damage by 2 points for every point of health you lost to the Rend. If the attacker that triggered this ability is within 5ft of you, as part of this reaction, you can choose to deal damage to them equal to the Rend Bonus granted by that Major Rend, as your lost blood temporarily forms blades, spikes or armored plates; This damage is nonmagical Bludgeoning, Piercing or Slashing damage (Your choice at the time of activation). You can perform this reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses at the end of a Long Rest.

Greater Armory of Blood

You gain the ability use your reaction to summon your Armory of Blood faster in times of great need, at the cost of harming yourself, in the following two ways:

  • As a reaction in response to being targeted by an attack from an attacker you can see, you can Minor Rend to summon your Armory of Blood and add the bonus to your AC against the triggering attack.
  • When a creature provokes an Attack of Opportunity from you, you can choose to summon your Armory of Blood before making the attack, as part of the same reaction. To do so, you must Minor Rend, and, if the Attack of Opportunity hits, you can add the bonus to the damage dealt by the attack.

You can summon your Armory of Blood in either these two ways a combined number of times equal to your Proficiency Bonus, and you regain all expended uses at the end of a Long Rest. When you summon your Armory of Blood in either of these two ways, the first Blade of Blood attack you make before the end of your next turn does not cause you to lose hit points to its Major Rend.

Greater Sardonyx Mind

You can, as an action, Minor Rend to force a single creature you can see within 30ft of you to make a Wisdom saving throw against your Hemocraft save DC. If they succeed, they suffer Psychic damage equal to three times the bonus granted by your Rend. If they fail, they are Charmed by you or Frightened of you (Your choice) for a number of rounds equal to the Rend Bonus of that Minor Rend; For example, if you lost 15 HP to your Rend, the target would be Charmed or Frightened for 4 rounds, or take 12 points of Psychic damage. A target that fails its save is allowed another save at the beginning of their turn each round to break free from the effect. You can use this action a number of times equal to your Proficiency Bonus, and you regain all expended uses at the end of a Long Rest.

Greater Cruorwrought Creature

You gain the following benefits, relating to your Familiar:

  • The Imp, Quasit, Pseudodragon, Sprite, Stirge and Flying Sword are added to the list of forms you may choose from when summoning your familiar.
  • When you activate a Sign, Benediction or Malison, if your familiar is within 100ft of you, you can choose for it to deliver the effects of that Rite, causing the effect to originate from your familiar instead of from you. Your familiar must use its reaction in order to do so. If you Rend as part of activating that Sign, Benediction or Malison, you still lose the corresponding amount of hit points, not your familiar. This ability can be used in conjunction with your Extra Attack feature, but you can still only replace one attack per round with a Sign, Benediction or Malison, regardless of whether its effects originate from you or your familiar.
  • Additionally, when you cast Find Familiar with this feature, you can choose to Minor Rend yourself as part of casting; If you choose to do so, the casting time is reduced to a bonus action, and each point of bonus granted by your Rend both subtracts 1gp from the material component price of that casting, and grants the familiar 5 temporary hit points that stack with other temporary hit points granted to the familiar by this ability, and last 1 minute. You can cast the spell in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses at the end of a Long Rest.


Gift of Birth

Beginning at 6th level, the first drops of blood that fall from your veins are your birthright, and awaken new power in you. Choose one of the following features; The benefits of that feature remain active as long as your hit points are below their maximum.

Birth of Alacrity

You nimbly flicker in and out of reach, becoming an elusive foe once your blood has spilled.

You can take the Disengage action as a Bonus Action. You can also Minor Rend once per round to move faster; Doing so increases all of your movement speeds by 5 times the Rend Bonus of that Minor Rend, until the end of your current turn.

Birth of the Physical

Your muscles and metabolism are reinforced by every blow you suffer.

You can Minor Rend to Strength, Dexterity and Constitution ability checks. You must choose to do so before you make the check.

Birth of the Ephemeral

The taste of pain focuses your cunning, willpower and spirit.

You can Minor Rend to Intelligence, Wisdom and Charisma ability checks. You must choose to do so before you make the check.

Birth of Control

You finely control your life force as it spills forth.

Once per round, when you would roll a Hemocraft die, you can roll that die twice, and choose which result to use; You can choose to do this before or after the die is rolled, but before you know the effects of the die's result. You can only re-roll one die, even if you rolled multiple Hemocraft dice as part of the same ability (such as Amplifying a Sign you activate).


Gift of Life

Beginning at 10th level, when you are bloody and weakened, your new life unfurls, growing to survive. Choose one of the following features; The benefits of that feature remain active as long as your current hit points are below one-half of your maximum hit points.

Life of the Slayer

Your life force seeks to overwhelm that of those you combat.

When you Major Rend a part of a Blade of Blood attack or as part of amplifying a Sign, if you roll the maximum result on at least one of the Hemocraft die rolled during that Rend, you can roll an additional Hemocraft die and add it to the Rend Result, thus increasing the bonus damage dealt (But not increasing the number of hit points you lose to the Major Rend). If this additional die rolls its maximum number, you may roll another additional die and add it to the total, and so forth, until a dice rolls less than its maximum.

Life of the Duelist

Your familiarity with the dance of life and death aids you as you dance with your opponents.

While this ability is active, you can use the following abilities. You can only use each ability once per turn.

  • Bloodied Strike: Before making an attack roll, you can choose to grant yourself advantage on that attack roll.
Alternatively, you can instead choose to use this ability as a Reaction after you have rolled an attack roll, but before you know whether or not the attack is successful; In doing so, you Minor Rend, adding the Rend Result to that attack roll, potentially turning a miss into a hit.
  • Wounded Parry: When an enemy you can see targets you with an attack roll, before the attack roll is made, you can choose to impose disadvantage on that attack roll.
Alternatively, you can instead choose to use this ability as a Reaction when you would be hit by an attack; In doing so, you Minor Rend, adding the Rend Result to your AC against the triggering attack, potentially turning a hit into a miss.

Life of the Survivor

When you sacrifice your life to stave off death, it armors you in red.

When you Rend, you can activate this ability, which lasts for 1 minute; You cannot activate this ability again while this ability is active. In doing so, you gain temporary hit points equal to half of number of hit points you lost to that Rend, and to any other Rend you make while the ability persists. These temporary hit points stack with each other, and with temporary hit points gained from other abilities. At the end of the duration, all temporary hit points granted by this ability are lost.

Life of the Martyr

Your sacrifice not only harms your foes, but revitalizes your allies.

Once per round, when you Rend, you can choose one creature (Other than yourself) that you can see within 30ft of you. That creature regains hit points equal to half the number of hit points you lost to that Rend.

Gift of Death

At 14th level, as your life flickers and you find your veins empty, you find your true power. Choose one of the following features; The benefits of that feature remain active as long as your current hit points are equal to or less than your Constitution score + your character level.

Death of Weakness

While this feature is active, you gain immunity to the following conditions: Charmed, Exhausted, Frightened, Poisoned, Restrained, and Stunned.

Death of Vulnerability

While this feature is active, you gain resistance to all damage you take, and healing you receive is not hampered by Rending.

Death of Ineptitude

While this feature is active, when you use your Extra Attack feature, you may make an additional attack; And when you activate a Sign while this feature is active, you can choose to affect an additional target.

Death of Restraint

While this feature is active, you can take the Dodge action as a Bonus Action, and you can make one additional Reaction each round.


Crimson Hierophant

At 20th level, your mastery of your life force allows you to return from the edge against all odds, and finely control how much of your essence you expend at any given time. You gain the following benefits:

  • You no longer suffer the effects of aging, cannot die of old age, and cannot be magically aged.
  • Once per round, when you Rend, you may do so twice, and choose which collection of results to use; For example, if you choose to use this ability in conjunction with Blade of Blood, and the totals of both rolls are 23 and 31, you can choose to use either result, losing that number of hit points and adding that number of damage to your attack.
  • When you die, as long as at least one part of your body remains - A fingernail, an eyeball, an ounce of pure blood, etc. - You can regrow from that body part over the course of 24 hours. At the end of that time, you return to life with 1 hit point.
If your body is destroyed by a Disintegrate spell or similar effect, your body has no healthy parts you can regrow from.
If your body has been burned completely through or otherwise ruined with powerful spells and abilities that affect an area (such as a dragon’s breath weapon or cone of cold), you can still regrow from internal body parts, as long as the damage taken doesn’t exceed half your hit point maximum.
Finally, if you are dead or not yet fully regrown, any magic attempting to raise your body as an undead succeeds, but you instantly gain control.



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