The Hubris Blood Witch- Black Hack’d

Continuing on with Black Hacking Hubris, I’ll be futzing around with some of the classes as well.

Last week I did the races: Avarian, Ekrask, Half Demon, and Murder Machine.

The Blood Witch


The Blood Witch by Jeremy Duncan

Starting HP: d4+4

HP Per Leve/Resting: d4

Weapons and Armor: A Blood Witch is trained in the use of the dagger, scythe, sickle, and staff.

Attack Damage: d4/1 unarmed or improvising.

You are not merely content with learning spells and studying tomes as a wizard, instead you have delved deep into some of the darkest and perverse arts.  You have learned the secret art of controlling the blood of others; you are able to manipulate the life essence of creatures and use it to bolster yourself, or harm and hinder others.

You engage in a dangerous dance with the possibility of corrupting your physical body, becoming more fiendish and monstrous than human.  You revel in the smell of blood, its taste, and warmth, even as it leaves your victim, cooling and congealing in an ever-growing pool on the floor… You are twisted… You may even be evil… And you absolutely love it.

Blood Witch Abilities

Blood Walk: Once per day a Blood Witch is able to jump through a living creature that is the same size or larger than herself and travel through their blood and emerge from another living creature on the same plane of existence. The Blood Witch can travel a distance of Far Away or more. Using this ability is a movement action.  The creature must be alive and have red blood for this travel to work.  The Blood Witch can choose to emerge early and deal 3d6 damage to the target, if they succeed a Con check. Failure means the Blood Witch suffers 1d6 damage and is stunned for 1d4 rounds.

Coagulate: The Blood Witch can cause a target’s blood to thicken, making it difficult to move and act.  The Blood Witch must succeed a Con check. If successful characters gain Advantage to Str or Dex to avoid the creature’s attacks. Additionally, the creature suffers and additional 2 points of damage from all attacks against them.  This effect lasts for a number of rounds equal to Blood Witch’s level plus 1.

Spells: Beginning at second level blood witch is able to cast arcane spells, but at great peril to herself.  A Blood Witch must sacrifice their own blood (hit points) to channel their spells. The Blood Witch sacrifices 1d4/2 per spell level.

Spellbook: A Blood Witch starts with the spell Inflict Wounds (see below) and 1d3 spells from the Level 1 & 2 Arcane spell lists.

Leveling Up: Roll for stats, roll twice for Con or Int.

New spell: Inflict Wounds (level 1)- A Blood Witch is able to deal 1d8 damage to a Nearby target.



Daily Blood Witch Spells

Blood Witch Level

Spell Slot Level

1 2 3 4 5 6 7
2 1
3 2 1
4 2 2
5 2 2 1
6 2 2 2
7 2 2 2 1
8 2 2 2 2 1
9 3 3 2 2 2 1
10 3 3 3 2 2 2 1



About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn. View all posts by wrathofzombie

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