Starglade Blood Battle Style in Somnium | World Anvil
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Starglade Blood Battle Style

Created by the “Blood Battle God”, Kain Arwin Starglade. It was said that Starglade developed the style as a response to hunt vampires more effectively thanks to his innate talent for hemocraft. His initial goal with the style is for the eradication of all vampires but soon after, modifications was made to the style to be more well-rounded for general combat.
To learn the Starglade Blood Battle Style is perhaps one of the hardest processed one can partake in. Starglade takes in extremely few apprentices with even fewer succeeding in mastering the style. The journey will be beyond difficult, but you will come out a terror in the eyes of evil threatening the innocents.
To become a wielder of the Starglade Blood Battle Style is to be something most will fear. Your use of hemocraft will be questioned, despite for the greater good. But, what you carry in your hands and your body is too important to be swayed by any trivial discussions. Become a monster to fight back monsters and protect the innocents. Once fueled by vengeance, now fueled by justice, carry the Starglade legacy and honor it, not with the amount you have slayed but those you have saved.

Blood Manipulation

Upon selecting this subclass at 3rd level, you gain the ability to manipulate your blood by channeling magic through it and use it to perform blood techniques. You gain access to the following basic blood techniques
  • Cradle Weaver: as an action, you create strands of blood emitting from your fingertips and weave a net made of blood that covers a 10ft radius area in a space up to 10 ft from you. The net can be used to hold up to 30 pounds of items or wrapped over an item to keep its shape together, similar to glue.
  • Extended Limb: as an action, you form your blood into a hand which then can extend up to 60 ft from you. You can use your action to control the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
  • Seeking Tether: as an action, you can make contact with a creature and attach your blood to it. The blood then extends into a thin line, tracking the creature’s movement and location. This line can extend for as long as you still have blood in your body but you lose 1 hit point every round while using this technique.

Hemorrhage Trigger

You gain access to a Hemorrhage Trigger dice, which is a d4, upon selecting this subclass at 3rd level. In order to use any blood techniques that are not the basic ones, you lose an amount of hit points equal to a roll of your Hemorrhage Trigger dice.
 

Starglade Blood Battle Techniques

When you select this subclass at 3rd level, you get the choice between the Cero branch and the Ardere branch of the Starglade Blood Battle Style to learn and master. Once a branch is chosen, the user will get access to the techniques developed for that specific branch and this choice can not be changed once selected. Some of the techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows: Blood techniques save DC = 8 + your proficiency bonus + your Constitution modifier.

Cero branch: this branch allows the user to manipulate their blood into blades or threads as well as decrease the temperature of the blood in order to freeze targets.
  • Blade Form One: Helspada
  • As a bonus action, you emit then solidify your blood into a crimson sword. The sword functions the same as a longsword in terms of properties and does an extra Slashing damage equal to a roll of your Hemorrhage Trigger dice. In addition, since the blade is made from your blood, you can choose to dismiss it as a free action. Helspada is required to perform all other techniques in the Cero branch other than Form One.
  • Blade Form Two: Crimson Knitting Strands
  • Once per short or long rest, when you successfully hit a creature with Helspada, you can then activate this ability. The blade is converted to a web of string that ensnared the target. It must succeed on a Strength saving throw or be Restrained. It can make the saving throw again at the end of each of its turn, ending the effect on a successful save.
  • Dragontangle – Edolon: as a bonus action, you can then freeze the blood threads restraining the creature. It must then succeed a Constitution saving throw or take 3d10 Cold damage on a failed save and half the damage on a successful one.
  • Blade Form Three: Heavenly Piercing Hellscape
  • As an action, you stab Helspada down into the ground where you stand, splitting it into a series of blood threads and freeze them to form icicle spikes, impaling creatures in a 10 ft radius. A creature in the radius must succeed on a Dexterity saving throw or take 8d6 Cold damage. On a successful save, it takes half damage. You can use this ability once per short or long rest.
  • Blade Form Four: Bone-Freezing Cleaver
  • As a bonus action, you change the shape and form of Helspada into that of a massive greatsword covered in frozen spikes. Helspada is now considered a greatsword that does extra Cold damage instead of Slashing damage.
  • Blade Form Five: Sky Soaring Needle
  • As a bonus action, you change the shape and form of Helspada into that of a long and thin needle with a thin line of blood connected at the end. This form of Helspada retains its longsword properties along with the extra damage as well as gaining the Thrown property with a range of 30/60 ft. In addition, thanks to the blood line connecting the “blade”, you can spend a bonus action to pull on it to return Helspada back to you.
  • Piercing Fang – Icicle Crash: once per short or long rest, as an action, you throw Helspada at a creature within range. On a successful hit, the target suffers the weapon damage then, icicles explode at the impact point, forcing it to succeed on a Constitution saving throw or take 2d10 Cold damage. It takes half the damage on a successful save.
  • Piercing Fang – Interconnnectedness: once per short of long rest, as an action, you throw Helspada at a creature within range. After a successful hit and the creature has suffered the weapon damage, you maneuver Helspada to aim and launch itself at a different creature within 10 ft the original target. Roll to hit again and the target of the leaping hit only suffers Cold damage equal to a roll of your Hemorrhage Trigger dice. The leaping effects end when Helspada has traveled to the max limit of 60 ft of the blood line attached to it, when the attack misses its target or when you choose to stop the effect.

Ardere branch: this branch allows the user to manipulate their blood into tridents or threads, which they then can ignite to burn their opponents.
  • Blade Form One: Igcea
  • As a bonus action, you create a trident from your solidified blood. The trident function like a normal trident with the exception that it deals 1d8 Piercing damage when wielded with one hand and 1d10 Piercing damage when two handed. In addition, it deals extra Piercing damage equal to a roll of your Hemorrhage Trigger dice. Since the trident is made from your blood, you can choose to dismiss it as a free action.
  • Blade Form Two: Crimson Knitting Strands
  • When you successfully hit a creature with Igcea, you can then activate this ability. The trident is converted to a web of string that ensnared the target. It must succeed on a Strength saving throw or be Restrained. It can make the saving throw again at the end of each of its turn, ending the effect on a successful save.
  • Dragontangle – Icutara: as a bonus action, you can then ignite the blood threads restraining the creature. It must then succeed a Constitution saving throw or take 3d10 Fire damage on a failed save and half the damage on a successful one.
  • Blade Form Three: Scorching Dust
  • As an action, you throw Igcea at a space within 15 ft of you. It then splits into a series of twirling blood threads which you then ignite to create a 10 ft radius fire tornado and 60 ft tall. A creature caught within the area of impact must succeed on a Dexterity saving throw or take 8d6 Fire damage. On a successful save, it only takes half the damage. You can only use this ability once per short of long rest.
  • Blade Form Four: Cali & Flema
  • As a bonus action, you change the shape and form of Igcea into that of 2 blood spears of different lengths with one being a crimson spear, Cali and the other an amber shortspear, Flema. Cali has the properties of a spear that retains the extra Piercing damage from Igcea while Flema is a shortspear that has the Light and Thrown (30/60 ft) properties and deals 1d4 Fire damage.
  • Raging Waltz – Burning Radiant Sun: once per short or long rest, as an action, you throw Flema at a target within range and transforms it into a spinning blood cone mid flight. You then immediately channel your innate hemocraft into Cali and throw it full force in the same direction as Flema. Leaving behind a crimson trail, the blood cone attaches itself to the target and soon after, Cali. On impact, the strike ignites the blood cone and causes a massive explosion, the target of the strike must succeed on a Constitution saving throw or take 4d10 Fire damage and be thrown back 15 ft. On a successful save, it only takes half the damage.
  • Raging Waltz – Relentless Entrapment: once per short of long rest, as an action, you stab Flema into the ground where you stand, splitting it into a weave of threads which then bind together to form a 10 ft radius blood dome surrounding you and all creatures within the area. The dome lasts for a number of rounds equal to a roll of your Hemorrhage Trigger dice. While in the dome, all creatures other than you takes Fire damage equal to a roll of your Hemorrhage Trigger dice at the start of each of their turn. In addition, when a creature takes Fire damage from the dome, as a reaction you can choose to lose more hit points equal to a roll of your Hemorrhage Trigger dice and force that creature to take extra damage Fire damage equal to the number you rolled.
  • Blade Form Five: Solar Dragon Glaive
  • As a bonus action, you change the shape and form of Igcea into that of a flaming double-sided glaive. The weapon now deals 2d6 Slashing damage and extra Fire damage instead of Piercing damage equal to a roll of your Hemorrhage Trigger dice.
  • Setting Halo: as a reaction to an incoming attack, you spin the glaive in order to protect yourself. It grants you a bonus +2 to AC until the end of the attacker’s turn.

Expert Hunter

You gain the following features at 7th level

Sharpened Hemorrhage Trigger
Your Hemorrhage Trigger dice increases to a d6.
Slayer’s Bane
You have advantage on checks to track a creature based on its blood, whether fresh or old, as well as on Intelligence (History) checks to learn of any information about it from the blood.

Exocrimson

At 10th level, the magic-infused blood further strengthens and fortifies your body. Whenever you make a Strength, Dexterity or Constitution saving throw, you gain a bonus to the saving throw equal to a roll of your Hemorrhage Trigger dice.

Sanguinary Extraction

At 15th level, when you score a critical hit with your blood weapon, you heal an amount equal to a roll of your Hemorrhage Trigger dice.

Blade Form One Hundred One: Eternal Imprisonment

At 18th level, you learn the strongest technique of the Starglade Blood Battle Style. This technique can be used by wielders of either branch and is one’s proof of complete mastery of the style.
When you successfully hits a target with your blood weapon, you can choose to perform this technique by expending the rest of your turn. You must speak aloud the target’s true name and force it to make a Constitution saving throw. On a failed save, the blood weapon splits into a net made of blood and wraps around the target, sealing them in a small crimson blade permanently. On a successful save, the target is not sealed but the save DC is increased by 1 when the sealing is attempt again. This seal can only be broken by a Wish spell.

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