Blackblood
Hit Dice: 1d6
HP Bonus: Ld2+L*CON
TP: 200
Feat Slots: 5
Can only be used as a reaction to being KO’ed, and gain a free action. Fill your HP and Control to maximum and go berserk for 2 rounds. So long as you remain above 0 Control, all Control costs are halved and you retain full control of your character. If your Control hits 0, you go berserk as normal, and the berserk period is extended by 1 additional round.
The blood of a powerful cryptid from beyond this realm flows through your veins. Gain a resource known as Control, whose maximum is 100. Your control resets to 100 after a short rest. When you Meditate, you regain 10 Control. Using abilities derived from your cryptid reduces your Control, as does being afflicted by Overwhelmed or Panic. Each stack of OWH lowers your max Control by 5, and each stack of Panic lowers your max Control by 10.
When your Control reaches 0, the power of the cryptid takes control. Your body begins to transform, and you go berserk, filling your HP to full and granting yourself an immediate turn. While berserk, you gain +50% ATK, -50% DEF, immunity to all negative mental status effects, and randomly attack allies and enemies. Each turn after the first while berserk, you may make a CHA save and gain the result as Control. Once your Control is above 50, or when you are KO’ed, you are no longer berserk.
Your cryptid blood grants you abilities unique to your cryptid at the 1st, 3rd, 6th, 10th, 14th, 17th, and 20th level.
Healing or Helping an ally grants you 5 Control.
Each stack of Morale or Brave increases your max Control by 10.
Your frequent nightmares and daily mental interactions with the eldritch and abominable has left you desensitized. When you gain stacks of Frightened, gain only half as many, and decay the stack count by 1 automatically each round.
Once per round, spend 2d20+10 Control as a free action to recover 50% of your max HP.
Gain +50% resistance to Thrymmotic and Cosmic damage. You are also immune to perception-altering magicks such as hypnosis or memetics.
Your mind’s acclimatization to your cryptid’s influence has reached levels that would terrify the average person. For each round that someone is reading your thoughts or mind controlling you, they gain 3 stacks of OWH 10d10.
When your control reaches 0, instead of going Berserk you may choose to take damage equivalent to 50% of your max HP, and regain 10 Control.
Whenever you take Bleed damage, gain Control equivalent to the damage taken / 10.
Whenever you land a critical hit, gain 5 Control.
As a free action, you may spend 3d20 Control to gain an additional ability action this turn. Doing so grants you 1 stack of Looming Shadow. For each stack of Looming Shadow, increase the Control dice roll for Swift as Darkness by 1d20, lasting until a long rest.
The first time you randomly target an ally while berserk, automatically target an enemy instead.
Twice per long rest, you may spend 4d20 Control to force a d20 to roll nat 20 or nat 1.
Your union with the powers of your cryptid has given you a fearsome aura. As a free action, you may choose to stop suppressing it this round, causing all non-allies within a 30 foot radius of you to be inflicted with Frightened (V) (1) if their CHA is below 5.
While berserk, before each action on your turn, roll a d2. If it rolls 2, you retain control of your character for that action.
[d20 Control]: Call upon the riftlord’s power to reach through the Rift. Inflict Bound (V) 8d10 on a target. While you use this skill, you may not take any other actions. Deal an additional +8d10 Cosmic damage for each consecutive turn you use this skill and the target remains bound.
[d20 Control]: Call upon the riftlord’s power and summon the cosmic winds of the Rift. All creatures in a 60 foot diameter cone before you must make a STR save of DC 14 + your CHA + Prof to avoid being knocked back 60 feet, knocked prone, and inflicted with Deafened (V) 8d10.
[2d20 Control]: Call upon the riftlord’s power and summon a rain of quilled feathers. All creatures in a 30 foot diameter cone before you must make a DEX save of DC 14 + your CHA + Prof. On fail, take 12d10 Piercing damage and be inflicted with Decay (III) 8d10 (2). On success, take 6d10 Piercing damage and be inflicted with Decay (I) 4d10 (1).
[3d20 Control]: Call upon the riftlord’s power and summon a mass of spined tentacles to lacerate your opponents. Use as a melee attack with Reach and +10 to-hit; on hit, deal 12d10 Slashing damage and the target with Bleed (III) 8d10 (2).
[4d20 Control]: Call upon the riftlord’s power and sprout a pair of batlike wings for 1 round. The wings grant full flight at 2x your DEX roll, as well as a free charge of Guard and Dodge, each benefiting from the effect of Riftblood: Redirection. When you phase through an attack or redirect it, you gain a free use of Riftblood: Quills of Aegypius with no Control cost, that you may choose to immediately use against your assailant.
[6d20 Control]: Call upon your riftlord’s power and channel an otherworldly visage. All creatures below you on the turn order must make a DC 30 INT roll (unless you told them beforehand to close their eyes). On fail, they are inflicted with Petrified (III) (1) and Overwhelmed (V) 20d10 (1). On success, they are inflicted with Overwhelmed (III) 15d10.
[10d20 Control]: Call upon your riftlord’s power and rend your foes with a thousand teeth. Deal 60d10 Slashing/Crushing damage to all targets in a 30 foot diameter cone, and inflict Bleed (V) 20d10 (2), as well as Stagger (VII) (2).
[d20 Control]: Call upon the power of Astaroth to condemn your enemies. For 1 round, enter a state of seething envy. Attacking an enemy with fewer negative status effects than you inflicts them with 1 stack of Bleed 8d10 or Burn 8d10, up to a stack count equivalent to the total number of negative status effects you have.
[d20 Control]: Call upon the power of Astaroth to strengthen your envy of an ally. For 1 round, mark an ally of your choice with more HP than you with the Mark of Astaroth. Whenever this ally attacks an enemy, you also attack that enemy as a free action. If you deal less damage than that ally's attack, lose 1d8 Control; if you deal more, gain 1d8 control. If the ally bearing the Mark of Astaroth receives healing, lose Control equivalent to half the amount healed.
[2d20 Control]: Call upon the power of Astaroth to rend the flesh of your enemies. All creatures in a 30 foot diameter cone before you must make a DEX save of DC 14 + your CHA + Prof. On fail, take 14d10 Slashing damage and be inflicted with Bleed (III) 8d10 (2). On success, take 7d10 Slashing damage and be inflicted with Bleed (I) 4d10 (1).
[3d20 Control]: Call upon the power of Astaroth to suffuse yourself with envious rage. Select a target of your choice that has stacks of Bleed or Burn, and grant yourself stacks of Anger equivalent to the highest stack count between the status effects. Attacking the enemy now procs Bleed and Burn status effect damage on them. Whenever either status effect is proc'ed on the enemy, gain 1d4 UP for each effect proc'ed.
[4d20 Control]: Call upon the power of Astaroth to set your enemies ablaze. All creatures in a 30 foot diameter cone before you must make a CON save of DC 14 + your CHA + Prof. On fail, they are inflicted with Soulburn (V) 12d10 (2 on success they are inflicted with Soulburn (III) 8d10 (1). Soulburn is a version of Burning that cannot be put out by Chilled or water, and procs whenever the enemy makes any action (including reactions).
[6d20 Control]: Call upon the power of Astaroth to overwhelm your enemies with intense envy. All creatures below you on the turn order must make a DC 30 CHA roll (unless you told them beforehand to close their eyes). On fail, they are inflicted with Anger (V) (1) and Overwhelmed (VII) 10d10 (1). On success, they are inflicted with Anger (III) (1) and Overwhelmed (III) 8d10 (1).
[10d20 Control]: Call upon the power of Astaroth to eviscerate your foes with the power of your uncontrollable envy. Inflict yourself with Anger (VII) (1), and deal 40d10 Slashing/Heat damage to all targets in a 30 foot diameter cone. If the targets have any stacks of Bleed or Burning, convert the stack count to (IX), and double the damage roll, adding 1 round to the duration. Stacks of Burning are also converted to Soulburn.
HP Bonus: Ld2+L*CON
TP: 200
Feat Slots: 5
Proficiencies
Same as Sorcerer, + Skill: IntimidationRequirements
- (Class Bond) Sorcerer: You must have fully unlocked every ability of the Sorcerer class.
- (Background) Cryptid Ancestry: You must have the blood of an interdimensional cryptid running through your veins.
Abilities
Ultimate Ability: Aposkotosis
Rarity: Mythic | UP: 70 | ZP: 2 | ZL: 0 | Cost: 5 TPCan only be used as a reaction to being KO’ed, and gain a free action. Fill your HP and Control to maximum and go berserk for 2 rounds. So long as you remain above 0 Control, all Control costs are halved and you retain full control of your character. If your Control hits 0, you go berserk as normal, and the berserk period is extended by 1 additional round.
The Dark Inside
Level 1 | CC: Blackblood | Rarity: Mythic | Cost: 0 TPThe blood of a powerful cryptid from beyond this realm flows through your veins. Gain a resource known as Control, whose maximum is 100. Your control resets to 100 after a short rest. When you Meditate, you regain 10 Control. Using abilities derived from your cryptid reduces your Control, as does being afflicted by Overwhelmed or Panic. Each stack of OWH lowers your max Control by 5, and each stack of Panic lowers your max Control by 10.
When your Control reaches 0, the power of the cryptid takes control. Your body begins to transform, and you go berserk, filling your HP to full and granting yourself an immediate turn. While berserk, you gain +50% ATK, -50% DEF, immunity to all negative mental status effects, and randomly attack allies and enemies. Each turn after the first while berserk, you may make a CHA save and gain the result as Control. Once your Control is above 50, or when you are KO’ed, you are no longer berserk.
Your cryptid blood grants you abilities unique to your cryptid at the 1st, 3rd, 6th, 10th, 14th, 17th, and 20th level.
Black Blood, White Heart
Level 2 | REQ: The Dark Inside | Rarity: Rare | Cost: 3 TPHealing or Helping an ally grants you 5 Control.
Light of Hope
Level 3 | REQ: The Dark Inside | Rarity: Rare | Cost: 3 TPEach stack of Morale or Brave increases your max Control by 10.
Class Feat Slot VI
Level 4 | CC: BlackbloodSeen It All
Level 5 | Rarity: Exotic | Cost: 3 TPYour frequent nightmares and daily mental interactions with the eldritch and abominable has left you desensitized. When you gain stacks of Frightened, gain only half as many, and decay the stack count by 1 automatically each round.
Vitality from Beyond
Level 6 | REQ: The Dark Inside | Rarity: Exotic | Cost: 4 TPOnce per round, spend 2d20+10 Control as a free action to recover 50% of your max HP.
Eldritch Aegis
Level 7 | Rarity: Exotic | Cost: 4 TPGain +50% resistance to Thrymmotic and Cosmic damage. You are also immune to perception-altering magicks such as hypnosis or memetics.
Class Feat Slot VII
Level 8 | CC: BlackbloodTwisted Mind
Level 9 | Rarity: Mythic | Cost: 6 TPYour mind’s acclimatization to your cryptid’s influence has reached levels that would terrify the average person. For each round that someone is reading your thoughts or mind controlling you, they gain 3 stacks of OWH 10d10.
Hemorrhage
Level 10 | REQ: The Dark Inside | Rarity: Exotic | Cost: 5 TPWhen your control reaches 0, instead of going Berserk you may choose to take damage equivalent to 50% of your max HP, and regain 10 Control.
Bloodletting
Level 11 | REQ: The Dark Inside | Rarity: Exotic | Cost: 4 TPWhenever you take Bleed damage, gain Control equivalent to the damage taken / 10.
Class Feat Slot VIII
Level 12 | CC: BlackbloodSadistic Inclinations
Level 13 | REQ: The Dark Inside | Rarity: Exotic | Cost: 4 TPWhenever you land a critical hit, gain 5 Control.
Swift as Darkness
Level 14 | REQ: The Dark Inside | Rarity: Exotic | Cost: 6 TPAs a free action, you may spend 3d20 Control to gain an additional ability action this turn. Doing so grants you 1 stack of Looming Shadow. For each stack of Looming Shadow, increase the Control dice roll for Swift as Darkness by 1d20, lasting until a long rest.
Inky Memories
Level 15 | REQ: The Dark Inside | Rarity: Exotic | Cost: 3 TPThe first time you randomly target an ally while berserk, automatically target an enemy instead.
Class Feat Slot IX
Level 16 | CC: BlackbloodReality Bender
Level 17 | REQ: The Dark Inside | Rarity: Exotic | Cost: 4 TPTwice per long rest, you may spend 4d20 Control to force a d20 to roll nat 20 or nat 1.
Otherworldly Aura
Level 18 | Rarity: Mythic | Cost: 3 TPYour union with the powers of your cryptid has given you a fearsome aura. As a free action, you may choose to stop suppressing it this round, causing all non-allies within a 30 foot radius of you to be inflicted with Frightened (V) (1) if their CHA is below 5.
Class Feat Slot X
Level 19 | CC: BlackbloodOne With the Dark
Level 20 | Rarity: Mythic | Cost: 8 TPWhile berserk, before each action on your turn, roll a d2. If it rolls 2, you retain control of your character for that action.
Subclasses
Cryptid Ancestry: Riftlord Aegypius, King of Vultures
Riftblood: Grasp of Aegypius
Level 1 | REQ: The Dark Inside | Rarity: Exotic | Cost: 4 TP[d20 Control]: Call upon the riftlord’s power to reach through the Rift. Inflict Bound (V) 8d10 on a target. While you use this skill, you may not take any other actions. Deal an additional +8d10 Cosmic damage for each consecutive turn you use this skill and the target remains bound.
Riftblood: Winds of Aegypius
Level 3 | REQ: The Dark Inside | Rarity: Exotic | Cost: 4 TP[d20 Control]: Call upon the riftlord’s power and summon the cosmic winds of the Rift. All creatures in a 60 foot diameter cone before you must make a STR save of DC 14 + your CHA + Prof to avoid being knocked back 60 feet, knocked prone, and inflicted with Deafened (V) 8d10.
Riftblood: Quills of Aegypius
Level 6 | REQ: The Dark Inside | Rarity: Exotic | Cost: 5 TP[2d20 Control]: Call upon the riftlord’s power and summon a rain of quilled feathers. All creatures in a 30 foot diameter cone before you must make a DEX save of DC 14 + your CHA + Prof. On fail, take 12d10 Piercing damage and be inflicted with Decay (III) 8d10 (2). On success, take 6d10 Piercing damage and be inflicted with Decay (I) 4d10 (1).
Riftblood: Tendrils of Aegypius
Level 10 | REQ: The Dark Inside | Rarity: Exotic | Cost: 5 TP[3d20 Control]: Call upon the riftlord’s power and summon a mass of spined tentacles to lacerate your opponents. Use as a melee attack with Reach and +10 to-hit; on hit, deal 12d10 Slashing damage and the target with Bleed (III) 8d10 (2).
Riftblood: Wings of Aegypius
Level 14 | REQ: The Dark Inside, Riftblood: Redirection | Rarity: Exotic | Cost: 6 TP[4d20 Control]: Call upon the riftlord’s power and sprout a pair of batlike wings for 1 round. The wings grant full flight at 2x your DEX roll, as well as a free charge of Guard and Dodge, each benefiting from the effect of Riftblood: Redirection. When you phase through an attack or redirect it, you gain a free use of Riftblood: Quills of Aegypius with no Control cost, that you may choose to immediately use against your assailant.
Riftblood: Gaze of Aegypius
Level 17 | REQ: The Dark Inside | Rarity: Mythic | Cost: 8 TP[6d20 Control]: Call upon your riftlord’s power and channel an otherworldly visage. All creatures below you on the turn order must make a DC 30 INT roll (unless you told them beforehand to close their eyes). On fail, they are inflicted with Petrified (III) (1) and Overwhelmed (V) 20d10 (1). On success, they are inflicted with Overwhelmed (III) 15d10.
Riftblood: Maw of Aegypius
Level 20 | REQ: The Dark Inside | Rarity: Mythic | Cost: 10 TP[10d20 Control]: Call upon your riftlord’s power and rend your foes with a thousand teeth. Deal 60d10 Slashing/Crushing damage to all targets in a 30 foot diameter cone, and inflict Bleed (V) 20d10 (2), as well as Stagger (VII) (2).
Eidling Ancestry: Astaroth, Archprincess of Envy
Eidblood: Curse of Astaroth
Level 1 | REQ: The Dark Inside | Rarity: Exotic | Cost: 4 TP[d20 Control]: Call upon the power of Astaroth to condemn your enemies. For 1 round, enter a state of seething envy. Attacking an enemy with fewer negative status effects than you inflicts them with 1 stack of Bleed 8d10 or Burn 8d10, up to a stack count equivalent to the total number of negative status effects you have.
Eidblood: Mark of Astaroth
Level 3 | REQ: The Dark Inside | Rarity: Exotic | Cost: 4 TP[d20 Control]: Call upon the power of Astaroth to strengthen your envy of an ally. For 1 round, mark an ally of your choice with more HP than you with the Mark of Astaroth. Whenever this ally attacks an enemy, you also attack that enemy as a free action. If you deal less damage than that ally's attack, lose 1d8 Control; if you deal more, gain 1d8 control. If the ally bearing the Mark of Astaroth receives healing, lose Control equivalent to half the amount healed.
Eidblood: Claws of Astaroth
Level 6 | REQ: The Dark Inside | Rarity: Exotic | Cost: 5 TP[2d20 Control]: Call upon the power of Astaroth to rend the flesh of your enemies. All creatures in a 30 foot diameter cone before you must make a DEX save of DC 14 + your CHA + Prof. On fail, take 14d10 Slashing damage and be inflicted with Bleed (III) 8d10 (2). On success, take 7d10 Slashing damage and be inflicted with Bleed (I) 4d10 (1).
Eidblood: Fury of Astaroth
Level 10 | REQ: The Dark Inside | Rarity: Exotic | Cost: 5 TP[3d20 Control]: Call upon the power of Astaroth to suffuse yourself with envious rage. Select a target of your choice that has stacks of Bleed or Burn, and grant yourself stacks of Anger equivalent to the highest stack count between the status effects. Attacking the enemy now procs Bleed and Burn status effect damage on them. Whenever either status effect is proc'ed on the enemy, gain 1d4 UP for each effect proc'ed.
Eidblood: Flames of Astaroth
Level 14 | REQ: The Dark Inside | Rarity: Exotic | Cost: 6 TP[4d20 Control]: Call upon the power of Astaroth to set your enemies ablaze. All creatures in a 30 foot diameter cone before you must make a CON save of DC 14 + your CHA + Prof. On fail, they are inflicted with Soulburn (V) 12d10 (2 on success they are inflicted with Soulburn (III) 8d10 (1). Soulburn is a version of Burning that cannot be put out by Chilled or water, and procs whenever the enemy makes any action (including reactions).
Eidblood: Visage of Astaroth
Level 17 | REQ: The Dark Inside | Rarity: Mythic | Cost: 8 TP[6d20 Control]: Call upon the power of Astaroth to overwhelm your enemies with intense envy. All creatures below you on the turn order must make a DC 30 CHA roll (unless you told them beforehand to close their eyes). On fail, they are inflicted with Anger (V) (1) and Overwhelmed (VII) 10d10 (1). On success, they are inflicted with Anger (III) (1) and Overwhelmed (III) 8d10 (1).
Eidblood: Madness of Astaroth
Level 20 | REQ: The Dark Inside | Rarity: Mythic | Cost: 10 TP[10d20 Control]: Call upon the power of Astaroth to eviscerate your foes with the power of your uncontrollable envy. Inflict yourself with Anger (VII) (1), and deal 40d10 Slashing/Heat damage to all targets in a 30 foot diameter cone. If the targets have any stacks of Bleed or Burning, convert the stack count to (IX), and double the damage roll, adding 1 round to the duration. Stacks of Burning are also converted to Soulburn.
Comments