Blood of Ancients

Arm outstretched as a sword emerges from their hand, a Half-Orc ready's themselves for battle as their eyes turn a dark black and they charge forward to fight.

A cleric leans down to heal a Human, only to see that her wounds have closed on their own, her fingers have begun growing back, and her bandages are no longer needed.

A group watches as their Triton companion falls. The fight rages on, and in a few moments when another killing blow is about to be dealt, it is suddenly blocked, by none other than the triton, back from the dead.

creating a blood of ancients

A Blood of Ancients is an in-between of Humanity and many monsters. They can function as a bridge between worlds, or they can use the powers of monsters to be a devastating force. As you make your character think about what happened in their past or their families past to cause these changes. Did your great grandmother make a pact with a fiend to grant the family power? Maybe your father was part celestial or your mother part druid. Either way it has resulted in you gaining powers not natural to your peers.

Blood of Ancients
level Proficiency Bonus Features Blood Damage Trait
1st +2 Ancient Form, Unbreaking skin, Blood Weapon 1d6 ---
2nd +2 Regeneration, Fighting Style 1d6 ---
3rd +2 Traits, Blood Weapon Improvement 1d6 2
4th +2 Ability Score Improvement, Life Draw 1d6 2
5th +3 Extra Attack 1d8 3
6th +3 Mutated Form 1d8 3
7th +3 Immortality 1d8 4
8th +3 Ability Score Improvement 1d8 4
9th +4 Salamander Limbs 1d8 5
10th +4 Regenerative Overcharge 1d8 5
11th +4 --- 1d10 6
12th +4 Ability Score Improvement 1d10 6
13th +5 --- 1d10 6
14th +5 --- 1d10 7
15th +5 Tough to Break 1d10 7
16th +5 Ability Score Improvement 1d10 8
17th +6 Perfected Form 1d12 8
18th +6 Time stop 1d12 8
19th +6 Ability Score Improvement 1d12 8
20th +6 Unflinching Resolve 1d12 8

quick build

You can make a Blood of Ancients quickly by following these suggestions. First make strength or dexterity your highest stat, followed by constitution. Then take the outlander background.

Class Features

As a Blood of Ancients, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per Blood of Ancients level
  • Hit Points At First Level: 10 + your Constitution Modifier
  • Hit Points at Higher Levels: 1D10 (or 6) + your Constitution modifier per Blood of Ancients level

Proficiencies


  • Armor: All armours and shields
  • Weapons: None
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose three from Acrobatics, Arcana, Athletics, Medicine, Intimidation, Nature, Survival, Religion, Persuasion or Perception

1

Equipment

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

  • (a) Any light armour or (b) Scale Mail or (c) Chain Mail
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a shield

First Level

Ancient Form

At some point in your family's past, its blood was mixed with something different, something strange. This change has shown itself in you, causing your body to be more powerful and resilient. Whenever you are in combat one or both of your eyes change in some way. The colours can change from person to person, but generally your sclera (the white part of the eye) turns black and the iris turns a glowing white. Along with that your blood is a different colour, usually this colour is black, and when you are speaking with a creature type of your choice you are able to convey simple ideas and feelings to them and they are able to convey simple ideas and feelings to you, you additionally gain that creature type along with any other creature types you had, the options are listed below.

  • Aberration
  • Beast
  • Celestial
  • Construct
  • Dragon
  • Elemental
  • Fey
  • Fiend
  • Giant
  • Monstrosity
  • Ooze
  • Plant
  • Undead

Along with that, you pick one of your mental scores, this score becomes your Amsm or Ancient form mental stat modifier, and is used for many abilities and for setting your saving throw dc.

Unbreaking skin

Beginning at 1st level, while you are wearing no armour and not wielding a shield, your AC equals 10 + your Strength and dexterity modifier.

Blood Weapon

You gain the ability to create a weapon out of your blood and reabsorb it into your body over the course of a short rest. You are proficient with this weapon and it is a natural weapon. It deals damage dice specified in the Blood Damage Column + your strength or dexterity modifier of bludgeoning, piercing, or slashing, which you decide every time you make an attack with it, and it may be summoned to your hand as a free action or as part of an attack action. This weapon may be wielded in two hands if you choose, but it does not change the damage. You may only have one blood weapon at a time, if you attempt to make another then the first one is violently ejected from your body. Your blood weapon returns to you if it is more than 5 feet away from you for 1 minute or more.

Second Level

Regeneration

Your body's metabolism is extraordinarily high, allowing you to heal slowly at all times. At the start of your turn when you have at least 1 hp and are below half your hit point maximum, you heal an amount of hp equal to half your level (rounded up). This healing is a perfected form of what the Heralds have, meaning it doesn't leave regeneration scars, and will remove any scars that you already have, except scars caused by strong magic (4th level spells and higher). Also, an amount of times per short rest equal to your proficiency bonus, at the start of your turn you can choose to expend and roll a hit die and heal the amount rolled along with your normal regeneration amount.

Also, as a result of your bodies natural increased healing rate, you can also add a +1 bonus to hit die rolled to regain hit points and once you are out of combat for 2 hours doing simple activities (daily living, walking, etc.) you may choose to roll a single hit die and regain the amount however, if you do any strenuous work (lifting heavy items, running, fighting, etc.) this timer will be reset.

Unfortunately, due to the high metabolism, you have to eat 1.5 times as much as an average person of your race and have to drink twice as much to get drunk, and have advantage on any saves to resist the effects of drugs or alcohol.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. You must be wielding your blood weapon in two hands to gain this benefit.

2

  • Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • Tunnel Fighter. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Third Level

Traits

At third level your body changes to become more like that of your ancestors. You gain one trait that is shown at the trait section at the bottom of the class. You gain more traits depending on your level.

Blood Weapon Improvement

Now that you have become more used to using your blood weapon, you find ways to improve and strengthen it. Your blood weapon is now considered magical for the purpose of overcoming resistance and immunity to non magical attacks and damage. Additionally, when you are below half hp, you begin to release the power of your ancestry. While under half hp, your Blood weapon deals additional damage equal to your blood damage die. The damage dealt is indicated by your creature type as shown:

Ancient form type Damage Type
Aberration Psychic
Beast Acid
Celestial Radiant
Construct Lightning
Dragon Pick one of Acid, Lightning, Fire, Poison, or Cold when you first get this ability
Elemental Pick one of Lightning, Fire, Poison, or Cold when you first get this ability
Fey Pick one of Thunder, Radiant, or Psychic when you first get this ability
Fiend Pick one of Fire or Cold or Necrotic when you first get this ability
Giant Pick one of Fire or Cold or Lightning when you first get this ability
Monstrosity Thunder
Ancient form type Damage Type
Ooze Acid
Plant Poison
Undead Necrotic

Lastly you can now incorporate magic weapons into your blood weapon, over the course of an hour you can combine a magic weapon with your blood weapon. This causes your blood weapon to gain the magic properties and effects of the magic weapon. You may separate from a magic weapon as an action.

Fourth Level

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.

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to Blood of Ancients. This replacement represents a shift of focus in your martial practice.

Life Draw

Also at 4th level you better know how the give and take of life feels. As a bonus action after dealing damage with your blood weapon you may gain an amount of temporary hp equal to your regeneration amount.

Fifth Level

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Sixth Level

Mutated Form

At 6th level your body suddenly mutates, causing you to gain an additional creature type. You pick this creature type from the same list from Ancient Form, but you cannot take the same one as you did at first level. Also while under half hp you can choose which damage type the additional die does between your original Ancient Form creature type and your new Mutated Form creature type.

3

Seventh Level

Immortality

Once per long rest, after being brought to 0 hit points or less (even if you are killed instantly), after 1d10 x 6 seconds you are brought back to life with 10 + your regeneration times the amount of turns that have passed Hp (to a maximum of half your hp), once per turn if you take damage before the time is up then add 1d2x6 seconds to the time left. Also, at the start of your turn whenever you are dying, you may choose to expend 4 hit dice to stabilise. Along with that if you gain this feature and are older than roughly 5 years past your race's maturity you will begin to rapidly age backwards at about the rate of 1 year per day, stopping when you reach 5 years older than maturity. If you are younger than this age then you will age normally until reaching that age. You will stay at this age but are not immune to magical effects that would age you until level 11. You also gain a second use of this ability at 11th level.


Additionally, at 7th level if you lose a finger or toe it will grow back in 1d20x3 minutes, and if you lose a hand or foot it will regrow in 1d2 days. At 11th level if you lose a major limb, such as an arm or leg, it will fully regrow in 1d4+1 days. Lastly, if you lose a non vital organ, it will regrow in 1d8+4 days. (Losing a vital organ results in death and the activation of your immortality feature). If you can tie the limb to the wound, rather than growing an entirely new one, it will simply reattach (this does not work for organs). When calculating regrowth time, change minutes to seconds and days to hours. You also have advantage on saves and checks relating to ignoring or suppressing the effects of alcohol.

Ninth Level

Salamander Limbs

Sometimes losing a limb is better than losing your life, actually most times it's better. Salamanders know this and now so do you. As a reaction to taking damage other than psychic, you can choose a limb to be cut off by the attack and reduce the damage taken depending on what limb, a limb lost in this way has its wound close, and therefore cannot be reattached to your body. If you choose fingers, then you reduce the damage taken by 2 per finger and you can have up to 5 fingers cut off per reaction. If you choose a hand or foot then you reduce the damage by an amount equal to your level. Lastly if you choose a full arm or leg then you half the damage taken.

Losing limbs has lots of downsides though, here are some examples but your dm may give extra restrictions depending on what you try to do.

  • Loss of fingers: for each finger lost you gain a cumulative -1 to any ability check, saving throw, and attack roll using that hand.
  • Loss of hands or feet: a lost hand means that you can't use any objects with that hand, and a lost foot gives a -5 to movement speed per foot lost. If you have no feet then you must make a dexterity saving throw at the start of your turn or fall prone.
  • Loss of arms and leg: losing an arm means that you automatically fail any check, save or attack relating to that arm, and losing a leg reduces movement speed by 10 and gives a -4 to all dexterity checks and saving throws. Having no legs means that you are always prone and move at half speed, all dexterity checks and saves are at disadvantage and have a -2, lastly you don't add your dexterity to your ac until you have at least one leg.

Tenth Level

Regenerative Overcharge

Beginning at 10th level you find a way to quickly boost your regeneration. As an action you can heal as if by your regeneration ability, and if you have any limbs regrowing, you can take off an hour from it's growth time. you do not have to be under half hp to take this action, however every time you do there is a 20 percent chance that you will gain one level of exhaustion (roll a d10, on a 2 or lower you gain exhaustion). you cannot use this ability if you have 4 or more points of exhaustion.

Fifteenth Level

Tough to Break

At 15th level you have been in enough fights that your body has made small adaptations to make you hardy. Your maximum hp increases by 10.

Seventeenth Level

Perfected Form

Your body has transitioned into a perfect version of itself, you are now the peak of evolution. you have truesight out to 60 feet, and blindsight out to 30 feet. You additionally don't require air, food, drink, or sleep and are immune to diseases.

Eighteenth Level

Time stop

You gain the ability to completely and truly halt time. As an action you may stop time for up to a maximum of 30 seconds, with your total maximum per long rest being 1 minute. However, if you use more than 30 seconds in a single hour then you immediately gain 2 levels of exhaustion after the time stop ends. During this time stop you can make attacks against creatures or interact with creatures without breaking the "Time Stop" effect.

Twentieth Level

Unflinching Resolve

As a bonus action you can release the energy stored by your ancestors. For one minute your regeneration happens at the start of your turn regardless of whether or not you are under half hp and it heals you for twice its usual amount. Additionally, if any of your body parts are removed and begin regrowing, you can turn the unit of time into seconds. Lastly you gain 5 charges of immortality that disappear when the minute is over, however if you use any of these charges then you gain 1 level of exhaustion per charge used when the minute is up.

4

Traits

As your blood strengthens your body, you begin to mutate, gaining traits. These traits are gained at their respective level and when you level up you may choose to replace one trait that you have with another trait that you qualify for. Most of these traits are universal, meaning they can be taken by any ancient, however some are specific to certain types of ancients and can still be taken if you have the correct type. Additionally, abilities that require you to be under half hp to function do not count temporary hp, so if you have a max of 100 hp and are currently at 43 hp but have 10 temporary hit points, an ability like “Armour of the Unrelenting Combatant” would still work.

Ancient save: some traits may require opponents to make a save to resist an effect. For saves like that the DC is equal to 8 + your proficiency bonus + your Amsm.

Universal Traits

Some traits are gated behind specific ancient forms, these ones however, may be taken by any Blood of Ancients.

Amphibious

You gain the ability to breathe air and water, and gain a swim speed equal to your walk speed.

Reaching Weapon

You find a way to destabilize the form of your blood weapon, allowing you to extend it mid attack and reach far away enemies. Your blood weapon gains the reach property of 5 feet.

Returning Weapon

You've mastered the concept of keeping your blood weapon formed while more than 5 feet away from you. Your blood weapon gains the thrown property with a range of 30/90, and as a bonus action you may call your blood weapon to you no matter its distance from you.

Focused Weapon

By honing your senses and focusing on the blood of your enemy, you make your blood weapon more accurate. As a bonus action an amount of times per short or long rest equal to half your proficiency bonus rounded up, you can gain advantage on your next attack roll with your blood weapon. However you take 1d6 necrotic damage when you do this.

Empowered eyes

Your eyes become more like that of your ancestors, growing more powerful and allowing you to see things that others might not notice. You add your Amsm to your perception score, and you can also see normally in both magical and non magical darkness out to a range of 120 feet if you did not already have it.


Vitality of old

Your body is used to the feeling of lifeforce coming and going, and you have found a way to manipulate that to get a burst of energy. Three times per short or long rest you may cast the False Life spell at 2nd level as a bonus action. When you cast false life in this way its duration is 1 minute. when under half Hp you may cast this as a free action.

Greater Blood Weapon

You have found a way to sharpen your blood, causing your blood weapon to gain a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls, and the extra damage from Blood Weapon Improvement ignores resistance.

Linguistic Aptitude

Your ancestors learned many languages, and you have gained that same ability. You learn 2 languages of your choice, and any time needed to learn a new language is reduced to a fourth of its normal time.

Augmented Blood

With extreme focus you have found a way to distill your blood into its base components while keeping your regeneration within it. During a long rest you may expend your hit dice to create Blood Potions. you can only have an amount equal to your proficiency bonus on your person and all existing Blood Potions are destroyed at the end of your next long rest. As an action a creature can drink this to heal your Blood Damage Dice plus your Regeneration amount.

Mimicry

By adjusting your vocal cords you learn to mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check.

Sensory Deprivation

When you hit a creature with your Blood Weapon, you can choose to take away all of their forms of vision (Blindsight, truesight, etc), other than their normal vision via eyes (if they don't have eyes then they still lose all other vision) for one minute. You may do this twice per short rest.

Poisoned Blood

You have slowly introduced different poisons into your bloodstream and over time have learned to resist its effects. You are resistant to poison damage and have advantage on saves against being poisoned. Additionally, as a reaction to being hit by an attack, you may deal poison damage to the attacker equal to your blood damage die. You take half the damage you deal as unblockable necrotic damage when you use this ability.

5

Quick Strike

You learn to make a quick attack at the cost of some of your life. As a bonus action you may make 1 attack, but you take 1 blood die of damage, whether you hit or miss.

Precise Blood Weapon (Prerequisite: 4th level)

You are getting more used to the feeling of manipulating and altering your blood, now as a bonus action you may turn your blood weapon into a set of tools (thieves tools, tinkers tools, smiths tools, etc). Any skill check made with these tools has a bonus to their rolls equal to your Amsm when you use them, and when someone else uses them they must take a -2 to the roll.

Explosive Leap (Prerequisite: 4th level)

You have gained a specific mutation that can cause explosive pods to appear on your body and burst, immediately propelling you away and damaging those around you. As a bonus action on your turn you may roll a blood die, any creature within 5 feet of you, including yourself, takes the number rolled in fire damage. Also, you move an amount of feet equal to the number rolled times 5. Each time you use this ability after the first, you take an additional blood die of damage.

Amorphic Form (Prerequisite: 5th level)

Your body and form have no true shape to them, allowing you to mold yourself to look however you need. You gain the “shapechanger” feature, allowing you to change your form to suit your needs.

Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.

Retaliation (Prerequisite: 5th level)

When you are under half of your maximum hp and a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. You take 1d6 unresistable necrotic damage when you do this.

Strength of Old (Prerequisite: 6th level)

Your arms grow stronger, being filled with the strength of your ancestors. your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, grip, or break objects. You gain proficiency in athletics, if you already have proficiency then you may add your proficiency bonus twice, and while under half your maximum hp you gain advantage on athletics checks. You can choose to take 1d10 damage to gain a +5 to your next athletics roll.

Perfected Balance (Prerequisite: 6th level)

You find a way to change your legs and redistribute your balance, any effects that would cause you to move unwillingly, now move you for 5 feet less, to a minimum of 0 feet.

Painful luck (Prerequisite: 6th level)

You found a way to harm yourself in order to change your luck in a given situation. When you roll a 1 or 2 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1 or 2. But every time you choose to do this you take 1d12 damage.

Armour of the Unrelenting Combatant (Prerequisite: 6th level)

You know that as you get more hurt in battle, you only become stronger, now you find a way to prove that once more. When you are below half of your hit point maximum you can, as a reaction to being hit by an attack, increase your AC by an amount equal to half your proficiency bonus until the start of your next turn. However you take 1d4 damage when you do this.

Visions of Avarice (Prerequisite: 6th level)

You have an innate touch of greed in your blood, and you have refined that to an excellent focus. As an action an amount of times per long rest equal to your proficiency bonus, you may send out a 120 foot radius pulse which reveals the location of all coins, jewels, and fine metals. These items are surrounded by a colourful aura only visible to yourself that can be seen through walls. The aura glows in such a way to reveal the nature of the item (bronze for copper, silver for silver, gold for gold, bright white for platinum, red for rubies, etc). These items are revealed in this way for 1 minute, and during that minute, you have advantage on all dexterity (sleight of hand) checks made to acquire these items.

You may also determine the approximate value of an item if you can inspect it for more than a minute. If you inspect an item over the course of an hour (which is considered a light activity) then you may determine its precise value, and you may also find one hidden feature about the item, if it has one (hidden compartments, alternative uses etc).

Offensive Poison (Prerequisite: 7th level; the Poisoned Blood Trait)

The poison that is in your blood has seeped into your blood weapon. As a bonus action when you hit a creature with your blood weapon you can force them to make a Constitution save against your Ancient save DC or be poisoned for 1 minute. They can remake the save at the end of each of their turns. You may only poison 2 creatures at a time, and using this ability when 2 creatures are affected will end the effect on one creature of your choice. If you are under half Hp then they make the save with disadvantage. You take 1d8 of unblockable necrotic damage when you use this trait.

6

Superior Blood Weapon (Prerequisite: 9th level)

Your proficiency with your Blood Weapon is matched by almost no one, it gains a +2 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls, and the extra damage from Blood Weapon Improvement ignores resistance and treats immunity as resistance.

Frightful presence (Prerequisite: 9th level)

While under half your maximum Hp you may choose to activate a 10 foot radius fear arua. This aura lasts until you are above half your maximum Hp, and any creature of your choice that starts their turn within it must make a wisdom saving throw against your Ancient save DC or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.

Stone Defence of the Ancients (Prerequisite: 10th level)

You learn how to change and augment your skin based on external stimuli. Twice per short or long rest, as a reaction to taking damage that is not psychic, you can gain resistance to that damage type for 1 minute. This does not include the original attack. However, due to the stiffening of your joints, your speed is reduced by 10 feet while you have this type of resistance. When you activate this ability you take 1d10 damage.


Envious Siphon (Prerequisite: 11th level)

Seeing others out-perform you in battle fills you with a spite that can be harnessed in your favour. When a creature that is hostile to you succeeds on an attack roll, ability check, or saving throw while you are within 30 feet of them, you may use your reaction to mark them with your hatred. The target may no longer benefit from the effects of advantage, and you may no longer suffer the effects of disadvantage. This ability ends if you are ever more than 30 feet away from the target. You may use this feature once per short or long rest.

Ancient Resilience (Prerequisite: 11th level)

Whenever you have to make a saving throw you now add your Amsm to it, minimum of 1.

Doom Bringer (Prerequisite: 12th level)

When you hit a creature with your Blood Weapon, the creature takes additional damage equal to your Amsm (minimum of 1). The additional damage is the same type as you would get from the Ancestral Damage feature.

Flight of the Ancient (Prerequisite: 14th level)

You learn a way of flight, this could be because of the growth of wings, or perhaps because of old magic that you learned. You gain a fly speed equal to your walk speed.

7

Ancient Form Specific Traits

Some traits are more rare, and only surface in specific Blood of Ancients. They may only be taken if you have the correct Ancient Form creature type.

Creatures of Toril

This set of traits may only be taken by Beasts, Monstrosities, Giants, and Plant Blood of Ancients.

Bestial Body (Prerequisite: 5th level)

You gain the pack tactics feature and can add your strength modifier to your long and high jump distances.

Pack Tactics: you have advantage on attack rolls against a creature if at least one of your allies are within 5 feet of the creature and they arent incapacitated.

Earthquake (Prerequisite: 10th level)

As an action you can slam your fist into the ground and cause everything around you to begin rumbling. All creatures within thirty feet of you must make a strength save against your Ancient save DC or fall prone and take 3d6 damage on a failed save, or not fall prone and take half as much damage on a successful one. Additionally the ground within 30 feet of you becomes difficult terrain for everyone but you for 1 minute. You can do this once per short rest, and take 1d8 damage upon using it.

Earth Wall (Prerequisite: 7th level)

As your control over the earth itself strengths you gain the ability to call upon the ground for cover. As an action, a pillar rises out of a surface within 30 feet of you. This pillar is 5 feet wide, 5 feet long, and 10 feet tall, they may be placed anywhere within the 30 feet and can also be placed together to make a wall. The pillars are made of different materials depending on the environment you are in, if they are made of dirt, they have 10 AC and 30 HP, if they are made of stone, they have 15 AC and 50 HP, and lastly, if they are made of metal, they have 17 AC and 75 HP. All pillars have resistance to piercing and slashing damage. You can have a maximum of 5 pillars at a time, but they must each be created individually. These pillars last indefinitely or until they are destroyed, you may destroy as many pillars as you like as a bonus action. You cannot place a pillar on a pillar.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 4d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against your ancient save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.


Monstrous Grasp (Prerequisite: 5th level)

When you hit a creature that is at most one size larger than you, you may spend a bonus action to grapple them, they may take an action to make an acrobatics or athletics check to break this grapple, with the dc being your Ancient save DC. This can be done 4 times per short rest or long rest.

Plant Facade (Prerequisite: 5th level)

As an action you may grow foliage over your entire body, while you are disguised in this way and stay still, you have advantage on any check to blend in with plants and may add your Amsm to the check.

Primal Hunter

You gain 60ft of darkvision, if you already have darkvision then it increases by an additional 30 feet. Additionally you gain proficiency in survival and perception and have advantage on perception checks relying on smell and hearing.

Might of the Giants (Prerequisite: 7th level)

The blood of giants flows strongly in you, as such, you are able to gain some of their power. As a bonus action, you gain the following benefits, which last for 1 minute:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
  • You have advantage on Strength checks and Strength saving throws.
  • Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra Blood die of damage to a target on a hit.

You can use this feature a number of times equal to half your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Rooted Rest

When you take a long rest, you may now spend at least four hours in an inactive, motionless state, rather than sleeping, as bark and roots cover your legs and anchor you to the ground, feeding you neutrants. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Spider Climb (Prerequisite: 4th level)

Your feet gain the ability to cling to surfaces, granting you a climbing speed equal to your walking speed, even along vertical surfaces and upside down while keeping your hands free.

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Stone Stare (Prerequisite: 6th level)

You can stare into someone's eyes and partially petrify them. As an action, you can cause one creature that you can see within 30 feet of you to make a Wisdom saving throw against your Ancient save DC or be stunned for 30 seconds. the creature can remake the save at the end of each of its turns. You can use this ability 4 times every long rest. But you take 1d6 damage when you do.


Thick skin (Prerequisite: 5th level)

Your lineage has made your skin tough and hard to break, you gain resistance to cold damage, and gain 1 hp for every level you have in this class.

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Extraplanar Beings

This set of traits may be taken by Aberrations, Celestials, Elementals, Fey, and Fiends.

Angels Halo

You gain a halo that floats above your head, as a free action, you can cause the halo to shed bright light for 30 feet and dim light for another 30 feet.

You gain the teleport action, recharge of 5-6, allowing you to teleport 15 feet and make one attack before or after. You can choose to take 1d4 damage to teleport an extra 5 feet.

Chaotic magic

You learn to channel some of the chaos that is within your blood, you can now cast the chaos bolt spell with a range of 60 feet and using your amsm as your spellcasting modifier. You can cast this and amount of times per long rest equal to double your proficiency bonus. When you attack with chaotic magic you can choose to expend multiple charges at once. for every charge expended you cast Chaos bolt again on the target, as long as the first bolt hits then all subsequent ones hit too. When you do this you also take extra damage, taking the regular 1d12 per charge, but for every second charge used you take an extra d12 on top of it (1 charge = 1d12, 2 charges =3d12, 3 charges = 4d12 etc.).

Demon horns

Two horns sprout from your head allowing you to move at least 15 feet in a straight line before hitting an enemy causing them to be pushed 10 feet back if they fail a strength save against your Ancient save DC.

Elemental Resilience

You gain advantage on saves and checks to resist or break out of being grappled, restrained, and prone.

Explosive Defence (Prerequisite: 5th level)

When you are under half your maximum hp and are hit by a melee attack from someone within 5 feet of you you can use a reaction to deal 1d10 of one of Lightning, Fire, Poison, or Cold, (which you pick when you first get this ability) to the creature that attacked you.

Extra Appendage (Prerequisite: 5th level)

The blood of aberrations flows strongly in you, causing your body to grow an extra tentacle like appendage, this tentacle can use objects. This can include throwing a lever, using a tool, or activating a magic item. You cannot use an item held in your tentacle to make an attack (you can however make unarmed strikes with it), and using a tool to make an ability check with your tentacle imposes disadvantage on the roll. For the purposes of activating a magic item, your tentacle is considered to be a hand.

Additionally, as a bonus action, you can attempt to grapple one creature that is within 15 feet of you. If the grapple is successful then they are also pulled up to 10 feet in a straight line towards you.

Healing Strike (Prerequisite: the Augmented Blood trait)

When you take the attack action on your turn, you may replace one of your attacks with a healing strike. Choose one target within 5 feet of you, they heal 2d8 + your Amsm hp. This may be done three times per short or long rest. Additionally as an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Heart Sight

If you touch a creature you can choose to magically know its current emotional state. If the target fails a Charisma saving throw, you also know its alignment, if the target succeeds the save then they are immune to this effect for the next 24 hours. Celestials, fiends, and undead automatically fail the saving throw. The target is unaware when this happens.

Limited Magic Resistance (Prerequisite: 5th level)

Due to your ancient blood, you gain a fraction of their ability to more effectively resist magical effects. You gain advantage on saves against spells and other magical effects, up to a level equal to your proficiency bonus.

Magic sense (Prerequisite: 7th level)

Your mind is more keen to the magical inner workings of the world, you can sense magic within 15 feet of you at will. This ability otherwise works like the detect magic spell but isn't itself magical.

Marilith’s Reflex (Prerequisite: 10th level)

Your reflexes become sharpened and honed like that of a Marilith. You may take one additional reaction every round in combat.

Sinners Stare (Prerequisite: 12th level)

As an action you can look into someone's eyes and show them visions of the things that torment them. They must make a Wisdom saving throw against your Ancient save DC or be paralyzed for 1 minute and frightened of you until they are more than 100 feet away from you and can't see you. they can remake the save against the paralysis at the end of each of their turns. if they succeed the save then they are stunned until the end of their next turn.

You may use this as many times as it takes for someone to fail the save, but on every attempt you take 2d8 necrotic damage that cannot be resisted.

Wandering Mind

Your mind often wanders, in fact, it’s started wandering into other people's minds as well. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other as long as two of you stay within 30 feet of each other. Also, you learn to cast Detect Thoughts once per long rest.

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Dungeon Delvers

This set of traits may be taken by Constructs, Dragons, Oozes, and Undead.

Consume Life (Prerequisite: 7th level)

As an action, you can target one creature it can see within 5 feet of you that has 0 hit points and is still alive. The target must succeed on a Constitution saving throw against your Ancient save DC or die. If the target dies, you regain 11 (2d10) hit points. This ability has a recharge of 6 on 1d6.

Detect Life (Prerequisite: 8th level)

You can magically sense the presence of creatures up to 1 miles away that aren’t undead or constructs. You know the general direction they’re in but not their exact locations.

Dragons Hide (Prerequisite: 4th level)

Whenever you take non magical damage, it is reduced by 1.

Golems Resilience

Gain one resistance of acid, poison, lightning, or psychic. Taking this damage empowers your next attack with 1d6 of that damage type.

Malleable Body

Your body has changed to have the ability to squeeze into very tight spaces, as an action you can change your form to allow you to move through spaces as small as 2.5 inches without squeezing. you can only sustain this change for up to 5 minutes at a time and you need 10 minutes between uses.

Semi-Immutable Form (Prerequisite: 9th level)

You have advantage on saves against any spell or effect that would alter your form. Also, you have advantage on saves and checks against effects that would have you grappled, prone, stunned, paralyzed, and restrained.

Soul Strike (Prerequisite: 5th level)

When you hit a creature with your blood weapon, they can’t regain hit points until the end of your next turn, as you carve the damage into their very soul. Additionally, you can cause the target to have disadvantage on their next ability check or saving throw using intelligence, wisdom, or charisma before the end of your next turn. If you cause the target to gain disadvantage on their saves this way, you take 1d6 of unblockable necrotic damage.


Vampiric Transformations (Prerequisite: 10th level)

As an action an amount of times per long rest equal to your proficiency bonus you may transform into a mist, a bat, or back into your true form. While in the mist form you can’t take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, but you can’t pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all non magical bludgeoning, piercing, and slashing damage. While in bat form, you can’t speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does.

However, due to the vampiric changes that your body has made you gain one side effect, which you may choose on your own, or determined by rolling on the Vampiric effects table.

1d4 Vampiric effects
1 Forbiddance: You are greatly uncomfortable with the idea of entering a person's residence without their invitation
2 Garlic Sickness: Being near garlic makes you feel sick
3 Sunlight Aversion: Being in direct sunlight makes your skin tingle uncomfortably
4 Vampiric Obsession: You have an innate need for organization, barely being able to function when things are in disarray.

Shadow Jaunt (Prerequisite: 8th level)

You have learned to weave the shadows that surround you to allow you to teleport. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.

Siphoning Bite (Prerequisite: 8th level)

You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1 blood die of necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you either gain temporary hit points equal to that amount or advantage on the next ability check you make. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

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Capstone Traits

These are specialized traits that are only available to specific blood of ancients. These can only be taken by you if your ancient form is specified in the prerequisites. These cannot be taken using your mutated form.

Thralls (Prerequisite: 13th level, Aberration Ancient Form)

You have the ability to pull unsuspecting creatures into your service. You can use your action to touch an unconcsious or incapacitated creature and fill their mind with corrupting magic, turning them into a thrall. The target must make a wisdom saving throw against your ancient save dc. This ability does not affect creatures who are immune to the charmed condition. On a success, the target is immune to this ability for 7 days, but has no indication that you tried to manipulate them. On a fail, they are charmed by you for the next 7 days, and must obey any verbal commands you give them to the best of their ability, even if it puts them in danger. You can also give these commands telepathically if you are within 120ft of the thrall. Once per round when a thrall takes damage, they may remake their wisdom save.

When a thrall succeeds on a save to escape your control, or has been under your control for 7 full days, they are released and are no longer a thrall. they have no memory of the events that transpired while they were charmed. They are also immune to this ability for the next 7 days. A thrall can be freed from this ability if they are targeted by the remove curse, greater restoration, or wish spell. A thrall is also freed if they become immune to the charmed condition or if the charmed condition is removed while under this effect.

You may only have one thrall under your control at a time, and must release a thrall if you create a new one. At 17th level, you may have 2 thralls at once and can control them for 30 days rather than 7. At 20th level, you may have three thralls at once, they no longer make a save when they take damage, and there is no limit to the duration of this ability.

Beast Form (Prerequisite: 6th level, Beast Ancient Form)

The blood of Beasts runs strong in you. When you first pick this ability you must choose a beast whose CR is no higher than half your proficiency bonus rounded down. You may change this beast when you level up. As a bonus action you can shapeshift into this beast, your strength, dexterity and HP are changed to the ones listed on its stat block but your other stats and your personality remain the same. You retain the benefit of any features from your class, race, or other sources and can use them if the new form is physically capable of doing so, however you are incapable of casting spells. You remain transformed until you fall to zero hp, end it as a bonus action, or after a minute passes. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. You may use this ability twice per long rest.


Divine Awareness (Prerequisite: 9th level, Celestial Ancient Form)

You are considered divine in nature, and it is incredibly hard for you to be led astray. Any time you hear a blatant lie, you are immediately aware of it. This does not stop people from hiding or obscuring information from you, only if the lie is thought to be untrue by the person speaking it. This ability also does not work against a creature under the effects of the glibness spell.

Additionally, any time an aberration, celestial, elemental, fey, fiend, or undead hits you with an attack, you may have them take 1d10+Amsm radiant or necrotic damage.

Tinkerer (Prerequisite: 7th level, Construct Ancient Form)

Your construct nature has granted you an innate awareness of how to create some fellow constructs. You gain proficiency with tinkerers tools and over the course of a long rest you can make a DC 15 check with your tinkerers tools to create modrons that follow your every order. Choose from the following options for what is created:

  • One Pentadrone
  • One Quadrone and one Monodrone
  • One Tridrone and two Monodrones
  • One Tridrone and one Duodrone
  • One Duodrone and three Monodrones
  • Two Duodrones and one Monodrone
  • Five Monodrones

These creatures disappear when they fall to 0 hp, or at your next long rest if you choose to make more. The created modrons are friendly to you and your companions, and will follow any orders given by you and any person you designate, and will continue to carry out orders until they are completed.

Dragons Breath (Prerequisite: 7th level, Dragon Ancient Form)

You can use your action to exhale destructive energy. Choose one of Acid, Lightning, Fire, Poison, or Cold damage when you get this ability, that is the damage that it deals, you also gain resistance to this damage type. When you use your breath weapon, all creatures in a 15 foot cone or 30 foot line (chosen when the trait is taken) must make a saving throw, the type of which is determined by your ancestry, Con for Cold and Poison, Dex for Acid, Lightning, or Fire. A creature takes 2d10 damage on a failed save, and half as much damage on a successful one, this damage increases by 1d10 when you reach 11th level (3d10), 15th level (4d10), and at 18th level (5d10). This ability has a recharge of 5-6. You also take 1d6 damage whenever you use this ability.

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Chaotic Whirlwind (Prerequisite: 6th level, Elemental Ancient Form)

By using the power from your elemental heritage, you can cause a whirlwind of chaos around you. As an action each creature of your choice within 10 feet of you must make a Strength saving throw. On a failure, the target takes 3d8 + Amsm Lightning, Fire, Thunder, or Cold damage (chosen when you first get this ability), and is flung up 20 feet away from you in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, the target takes half the damage and isn't flung away or knocked prone.

At 10th level, the range increases to 15 feet around you, and the knockback is increased by 10 feet, at 14th level the range increases to 20 feet, and the knockback is increased by another 10 feet.

Tree Stride (Prerequisite: 8th level, Fey Ancient Form)

Your connection to the fey has granted you insight into shortcuts between the worlds. Once on your turn, you can use 10 feet of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Summon Demon (Prerequisite: 10th level, Fiend Ancient Form)

Your infernal blood has gained the attraction of many fiends who are interested in your growing power. As an action once per 1d4 long rests you can summon a Fiend whose CR is at most half your level (rounded down). The fiend will follow any verbal orders given by you to the best of its ability, and disappears after 1 minute.

Lightning Strike (Prerequisite: 7th level, Giant Ancient Form)

Using innate magic granted by your giant blood, as an action you can call down a bolt of lightning on a point that you can see within 120 feet of you. Each creature within 10 feet of that point must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. This ability has a recharge of 6.

Minor Lycanthropy (Prerequisite: 4th level, Monstrosity Ancient Form)

Your monstrous blood has been more strongly affected than your peers, granting you some of the abilities of a lycanthrope, but not the full disease.

  • When you first take this trait at 4th level, your senses become greatly improved. You have advantage on Wisdom (Perception) checks that rely on hearing or smell. If you already have advantage on these checks then you gain a +3 to any Wisdom (Perception) checks that you make.
  • Later at 8th level, when you start your turn and are not under half hp, you regenerate as if by your regeneration feature, but for only half the amount. If you take damage from a silvered weapon, this feature is suspended for 1 minute. Subsequent damage from silvered weapons resets this timer.
  • Lastly at 12th level, your strikes become more vicious and potent. An amount of times per short rest equal to your strength modifier, when you hit an attack with your Blood weapon, you may choose to deal an additional blood die of damage. You can only deal this extra die once per turn.

Progenitor (Prerequisite: 6th level, Ooze Ancient Form)

Your connection to oozes has given you the ability to generate some of your own to serve you. Over the course of a long rest you may create one ooze that has a cr that is no greater than your proficiency bonus, and whose size is no greater than large. as a bonus action on your turn you can command the ooze. It can carry out simple tasks but nothing overly complex. you may only have one ooze at a time.

Ingrain (Prerequisite: 6th level, Plant Ancient Form)

You are able to draw upon the power of the earth to heal your wounds. As an action, you may grow roots and plant yourself in the ground, gaining sturdy bark and glorious leaves. Your speed becomes 0, and cannot be increased by any means. You cannot be forced to move, or be knocked prone unless the earth or ground beneath you is disturbed or destroyed. You are considered to have half-cover, and creatures may use you as half cover if they are within 5ft and you are between them and the harmful effect they are trying to avoid. When you activate this ability, and at the start of each turn while this ability is active, you may expend a hit dice and heal hp equal to the amount, in the same way you would at a short rest. You may end this ability as a bonus action.

Rotting Curse (Prerequisite: 9th level, Undead Ancient Form):

Once per long rest, when you hit an attack with your Blood weapon, you can make it a rotting strike. The attack deals an extra 2d6 necrotic damage and the target's hit point maximum is reduced by the necrotic damage dealt until their next long rest. The target must make a constitution saving throw or be cursed. The cursed target cannot regain hit points while the curse is in effect, and their maximum hit points are reduced further by 3d6 every dusk. The cursed target cannot have their maximum hit points reduced below 10 this way. The curse lasts for 7 dusks, or until this feature is successfully used on another target. It can also be dispelled through a remove curse spell, or other features of similar or greater power.

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