College of Viscera (5e Bard College)
| |||||||||
Rate this article Discuss this article |
The College of Viscera subclass is part of the Z's Blood Magic sourcebook, and uses the mechanics and features presented therein.
Bard Level |
Proficiency Bonus |
Hemocraft Die |
Rites | Sacrifice Points |
Sacrifice Limit | |
---|---|---|---|---|---|---|
Sacraments Known |
Rites Known | |||||
3rd | +2 | (1)d4 | 1 | 2 | 1 | 1 |
4th | +2 | (1)d4 | 2 | 3 | 1 | 1 |
5th | +3 | (2)d4 | 2 | 3 | 1 | 1 |
6th | +3 | (2)d4 | 2 | 3 | 1 | 1 |
7th | +3 | (2)d4 | 2 | 4 | 1 | 1 |
8th | +3 | (2)d4 | 2 | 4 | 1 | 1 |
9th | +4 | (2)d4 | 2 | 4 | 1 | 1 |
10th | +4 | (2)d4 | 2 | 5 | 2 | 1 |
11th | +4 | (3)d4 | 2 | 5 | 2 | 1 |
12th | +4 | (3)d4 | 2 | 5 | 2 | 1 |
13th | +5 | (3)d6 | 3 | 6 | 2 | 2 |
14th | +5 | (3)d6 | 3 | 6 | 2 | 2 |
15th | +5 | (3)d6 | 3 | 6 | 2 | 2 |
16th | +5 | (3)d6 | 3 | 7 | 2 | 2 |
17th | +6 | (4)d6 | 3 | 7 | 2 | 2 |
18th | +6 | (4)d6 | 3 | 7 | 2 | 2 |
19th | +6 | (4)d6 | 4 | 8 | 3 | 2 |
20th | +6 | (4)d6 | 4 | 8 | 3 | 2 |
Blood FocusEdit
When you cast a Bard spell that requires a material component, you can choose to lose 1 hit point in order to ignore that component, unless it has a monetary value greater than 1 gp. If the material costs 1gp or more, you can choose to lose hit points equal to one roll of your Hemocraft Die for every 25gp of the component's cost, to a minimum of one roll of your Hemocraft Die for a material component that costs 25gp or less.
Sanguine LoreEdit
When you select this Bardic College at 3rd level, you gain access to a few special rites of Hemocraft magic. 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 College of Viscera table.
HemocraftEdit
At 3rd level, you gain the Hemocraft ability, allowing you to harm yourself to unleash ancient power, as is your birthright. You gain a Hemocraft Die, which you may use to Rend yourself in order to activate your blood magic; This also grants you a handful of Sacrifice Points that you may use to fuel your Hemocraft abilities. Additionally, you gain access to Corpse Magic, allowing you to manipulate the blood of the recently departed as well as your own.
When you reach your 5th character level, when you Major Rend, you may roll your Hemocraft Die twice, totaling the results. This increases to 3 rolls when you reach your 11th character level, and to 4 rolls when you reach your 17th character level.
You may add one-third (Rounded down) of your Bard levels to your total Hemocraft level for the purposes of determining the size of your Hemocraft Die, and the number of Sacrifice Points you possess.
Bloodborne SacramentsEdit
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 select this Bardic College at 3rd level, you gain access to a small number of Bloodborne Sacraments, from which you may learn a handful of Sanguine Rites, powerful invocations of blood magic that your can use by consuming your life force. The first Sacrament you learn must be a Basic Sacrament, but once you've learned a Basic Sacrament (Either from levels in a Hemocraft class, or from another source, such as the Hemocraft Initiate feat or the Hexborne Blessing of a Durlaanar), you may learn Advanced Sacraments. The number of Sacraments you may gain access to and the number of Rites you may learn from those Sacraments are both detailed in the Rites section of the College of Viscera table above.
Each time you gain a Bard level, you may replace one Rite you know with another Rite you qualify for from one of your Sacraments.
Hemocraft AbilityEdit
Some blood magic abilities, such as Sanguine Rites, may require you to make an attack roll, or force a target to make a saving throw. Charisma is the ability you use for your College of Viscera Hemocraft. You use your Charisma whenever an ability refers to your Hemocraft ability. In addition, you use your Charisma 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 Charisma modifier.
Hemocraft attack modifier = your proficiency bonus + your Charisma modifier.
Crimson InspirationEdit
Beginning at 3rd level, when a creature within your Corpse Magic range expends one of your Inspiration Dice, you may Minor Rend as a reaction, and add the Rend Bonus to the result of the Inspiration Die, harming yourself to grant them better chances of success.
Additionally, when you do so, the creature gains temporary hit points equal to the number they rolled on the Inspiration die, plus your Minor Rend Bonus. These temporary hit points last for 1 minute or until depleted.
Visceral CommandEdit
As an action, you can verbally command a creature's body to perform an action, even one that would be harmful. The command affects one creature within double your Corpse Magic range; The creature must be able to hear you, though it need not understand what you say.
You must Major Rend each time you use this feature. The target must make a Constitution saving throw; On a failure, it is affected by one of the commands of your choice from the list below. On a success, the creature suffers Thunder damage equal to the Rend Bonus of your Major Rend, and is immune to this feature until you finish a Short or Long Rest. A willing creature can choose to fail the saving throw, and a creature that is not a Worthy Foe for you automatically fails its saving throw.
- Alert: Until the end of your next turn, each time the creature would make a Dexterity check, Wisdom check, or Dexterity saving throw, or be targeted by an attack roll from a creature it can see, the creature may roll your Hemocraft Die once and add it as a bonus to the ability check, to the saving throw, or to their AC against that attack. When this command ends, the creature must make another Constitution saving throw against your Hemocraft DC, or suffer 2 points of Exhaustion.
- Approach: The creature is Charmed by one creature of your choice that you can see until the beginning of your next turn, and must use its reaction to move up to twice its movement speed in a straight line towards the creature it is Charmed by.
- Attack: The creature is Goaded by one creature of your choice that you can see, until the beginning of your next turn, and must immediately use its reaction to move up to its movement speed and make one weapon attack against the creature it is Goaded by. It has advantage on this attack roll.
- Drop: The creature drops prone, drops whatever it is holding, and, should it take fall damage due to falling prone, the fall damage it suffers is doubled.
- Flee: The creature is Frightened of one creature of your choice that you can see until the beginning of your next turn, and must immediately use its reaction to move up to twice its movement speed in a straight line away from the creature it is Frightened of.
- Halt: The creature is Paralyzed until the start of your next turn.
- Hurl: The creature is moved horizontally away from you in a straight line. The distance the creature is moved is equal to twice your Corpse Magic range. If the creature strikes an obstacle solid enough to halt its movement, it and the obstacle suffer bludgeoning damage equal to 1 roll of your Hemocraft die for every 10ft the creature was moved by this command before its movement was halted.
- Maim: The creature's limbs break themselves. For 1 minute, its movement speeds are reduced by half, and it must subtract one roll of your Hemocraft die from all attack rolls, and Strength and Dexterity saving throws, for the duration. This effect ends early if it regains any hit points.
- Suffer: This command takes many forms - Burn, Crush, Disintegrate, Dissolve, Flare, Freeze, Puncture, Sever, Shatter, Shock, Unhinge, and Wither - But its effects are roughly the same. In order to use this command, you must have an active Torment.
- The creature suffers Rite Damage of the same sort of your Torment, equal to the Rend Bonus of your Major Rend, plus 1 roll of your Hemocraft die, and suffers the corresponding Amplify Rite Effect. The additional damage dealt by this command increases to 2 rolls of your Hemocraft die if you are Bloodied, to 3 rolls if you are Wounded, and to 4 rolls if you are Critical.
- Recover: The creature regains hit points equal to one roll of your Hemocraft Die; This has no effect on a target who is not Wounded.
Command The MassesEdit
Beginning at 6th level, when you use your Visceral Command feature, you can expend a spell slot to target more creatures. You may affect any number of creatures of your choice within 5ft of the first creature, plus 5ft per level of the spell slot expended. Each creature must be able to hear you, and each creature must be subjected to the same command.
Master of the Crimson WordEdit
Beginning at 14th level, you've mastered the art of infusing your words with Hemocraft. This grants you two benefits:
- You can Minor Rend yourself as a bonus action to regain one expended Bardic Inspiration die. The die is the same size as your Hemocraft Die.
- The range of your Visceral Command, and the radius of your Command the Masses feature, are doubled as long as you are Wounded.
- When you Major Rend to use Visceral Command, you lose only half as many hit points as you normally would to a Major Rend. This doesn't reduce the effectiveness of the Major Rend.
Back to Z's Blood Magic → Character Options
Back to Main Page → 5x → 5e → Classes → Subclasses