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Primal Path of the Bloodpainted


Hit Points

Hit Dice: d4 per Primal Path of the Bloodpainted level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Class Features

Bloodlust

At 3rd level when you take this Primal Path you gain a powerful bloodlust while you rage. This bloodlust is measured by points that you can use to accomplish incredible feats of strength.   Whenever you deal at least 10 points of damage to an enemy with a melee attack, you gain 1 point of Bloodlust. At the start of your turn, if you are not raging, then you lose 1 point of Bloodlust. When you land a critical hit or kill an enemy, you gain 2 points of Bloodlust.   The maximum number of Bloodlust that you can hold at once is equal to your Constitution bonus, and you lose all current Bloodlust points when your rage ends.   In place of your Object Interaction on your turn, you may spend a Bloodlust point to do one of the following:  
  • Move 5ft
  • Heal 1 hit point
  • Gain a +1 bonus to a single Strength check
  • You can choose to spend more than one point of Bloodlust at once. If you do, you may apply the bonus for each point spent, but all points must be spent on the same bonus. You may only spend Bloodlust points once per turn.  

    Blood Tattoos

    At 3rd level, you begin to absorb the blood of your enemies, which forms into intricate, magical tattoos across your body.   When you choose this Primal Path, you gain two Blood Tattoos from the list at the bottom of this class. Each time you activate a tattoo you must pay the tattoo's Bloodlust cost.   Some of the tattoos require the victims to make a Saving Throw. The DC for these Saving Throws is equal to 8 + your Constitution Modifier + your Proficiency Modifier.   At 6th and 14th level, you gain an additional Blood tattoo.  

    Smell Blood

      At 6th level, while raging you can smell the blood of injured creatures within 10ft of you. You know their precise location, even if they are invisible or behind full cover.   This ability only tells you the target's location, and does not remove penalties for attacking someone who is obscured or behind cover.   Anything that blocks smell blocks this ability.  

    Blood Furies

      At 10th level, your tattoos have begun to grow more intricate and powerful. You gain two Blood Fury tattoos from the list below. These function similarly to Blood Tattoos, but can only be used while you are raging.  

    Bloody Fate

    At 14th level, your thirst for blood extends through your tattoos, which grasp and pull at nearby enemies.   When hit an enemy with a melee attack while you are raging, you can spend 2 Bloodlust points to command your tattoos to reach out and attach to their skin. You and the target make an opposed Constitution check. If you win, the tattoos latch onto the opponent, binding them to you.   While bound to a target in this way, you can use your reaction and spend 1 point of Bloodlust to have your tattoos pull you and your opponent together. Make an opposed Constitution check. The loser is teleported to an empty space within 5ft of the winner.   This effect ends when the target breaks line of sight, your rage ends, or if you run out of Bloodlust points.   If the target dies while this effect is active, they are absorbed into your tattoos. Their blood forms a new tattoo depicting their death.  

    Blood Tattoos

  • Charging Bull - when you successfully Shove a creature, spend any number of Bloodlust points. For each point spent in this way, increase the shove distance by 5ft.
  • Leaping Grasshopper - during your turn, spend 2 Bloodlust points to triple your jump distance until the beginning of your next turn.
  • Running Cheetah - during your turn, spend 2 Bloodlust points to double your movement speed until the beginning of your next turn. This is separate from the Dash action.
  • Spinning Lasso - as part of a Grapple check you can spend 2 Bloodlust points. If you do, then until the beginning of your next turn, enemies who are Grappled by you are also Restrained.
  • Flying Spear - spend 1 Bloodlust point when throwing an object to ignore the long range penalty.
  • Falling Rocks - when you fall and land on a creature or object, spend 2 Bloodthirst points to transfer half of the falling damage to them. If a target is aware of you, they can make a Dexterity Saving Throw to jump out of the way.
  • Broken Staff - when a creature you can make Opportunity Attacks against casts a spell, you can spend 1 point of Bloodlust to use your Reaction to make an Opportunity Attack against them.
  • Swirling Void - as part of a Reposition action you can spend any number of Bloodlust points. For each point of Bloodlust you spend in this way, you can Reposition an additional target.
  • Standing Mountain - when you are damaged by a melee attack, you can spend 3 Bloodlust points to deal damage to the weapon equal to your Strength modifier. If you are raging, you can add your rage damage bonus to as well.
  • Blood Fury Tattoos

  • Crushing Bull - during a Shove action that you take while raging, you can spend 2 Bloodlust points. If you do, the victim takes damage equal to your Strength Bonus + your Rage Damage Bonus. In addition, weaker barriers (such as furniture, sapling trees, old wooden doors or fences) that would stop the victim's movement are broken, dealing an additional 1d4 damage to the victim.
  • Flying Grasshopper - While raging, you can spend 2 Bloodlust points to triple your jump height until the beginning of your next turn.
  • Pouncing Cheetah - While raging, you can spend 2 Bloodlust points as part of a Dash action to make one melee attack at any point along your dash.
  • Choking Lasso - as part of a Grappling check you make while raging, you can spend 2 Bloodlust points. Until that grapple ends, opponents that are grappled by you are choked and cannot speak.
  • Piercing Spear - as part of making a throwing weapon attack you make while raging, you can spend 2 Bloodlust points. If you do, then the thrown weapon targets all enemies in a straight line. This line is as long as the weapon's short range. It can also pass through weak objects (such as old doors or glass windows) but it loses 5ft of range each time it does so.
  • Avalanche - when you land from a fall while raging and would take falling damage, you can spend 3 Bloodlust points. If you do, then enemies within 10ft of you must succeed a Dexterity Saving Throw or take damage as if they had fallen half as far. You still take damage as normal.
  • Shattered Staff - when you are targeted by a spell with a physical manifestation while raging, you can spend 3 Bloodlust points to attempt to slice through or deflect the spell with your weapon. If you do, you make an attack roll (with Advantage if raging) and the caster makes a spell attack roll. If you win, then the spell is sliced or deflected harmlessly away. If it is an area of effect spell, then your space counts as a wall for the purposes of determining which spaces are still affected. (For example, with Fireball, you would be safe, but since it goes around walls, it would still affect people behind you. However, Burning Hands does not go around walls, so people behind you would count as if standing behind a wall).
  • Swirling Void - as a Bonus action on your turn while you are raging, you can spend 3 Bloodlust points. If you do, all enemies within 30ft are dragged toward you unless they succeed a Strength Saving Throw. If they fail, they are pulled in a straight line toward you, stopping when they are adjacent to you or if they run into an obstacle.
  • Standing Mountain - when you are raging and an enemy attempts to move you or knock you prone (whether by mundane or magical means), you can spend 2 points of Bloodlust to ignore this effect. If the effect comes from a spell, then you must spend a number of Bloodlust points equal to the level at which the spell is being cast.

  • Created by

    TheStoryBeard.

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