Runed Accolade

Runed Accolade

You have discovered the secrets of a long forgotten god, dark and hidden runes buried never to see daylight again. But you have unearthed them. You studied them, learning of their power and how to wield them. However, their power requires sacrifice. You scarred the runes into your flesh and achieved communication with the forgotten god. He now offers you a deal, power for blood. Sacrifice yourself, seek runes to scar and serve your god. For without him, you are nothing.

When creating a character try and consider why they took such a painful and extreme ritual. Greed? Desperation? Do they hide the scars or do they embrace their new power?

Quick build

Constitution should be your highest stat, followed by Wisdom.

Class features

Hit points

Hit dice: 1d10 + Constitution modifier per Runed Accolade level

Hit points at first level: 10 + Constitution modifier

Hit points at Higher levels: 1d10 + constitution modifier per Runed Accolade level after 1st

Proficiencies

Armour: Light and medium armour

Weapons: none

Tools: Scarification blade

Skills: You are already proficient in Religion. Choose 2 more skills from:  Arcana, Deception, History, Insight, Intimidation, Medicine, Perception, Persuasion. 

Saving throws: Constitution and Strength

Equipment

  • Blessed Scarification knife

  • (a) hide armour or (b) leather armour

  • A tome of runes

  • (a) explorers pack or (b) dungeoneer pack

Level

Proficiency Bonus

Features

Fighting Bloody Damage

Bloodloss Close die.

1st

+2

Runic Purification, Fighting Bloody, Begin Worship

+1d4+constitution

1d4

2nd

+2

Blood Conjure

+1d4+constitution 

1d4

3rd

+2

Lesser Rune Conjure

+1d4+constitution 

1d4

4th

+2

Ability Score Improvement

+1d4+constitution 

1d6

5th

+3

Worship Improvement

+1d6+constitution

1d6

6th

+3

Devotion, Faithful Strike

+1d6+constitution 

1d6

7th

+3

Rune Conjure

+1d6+constitution 

1d6

8th

+3

Ability Score Improvement

+1d6+constitution 

1d8

9th

+4

Rune of Shielding

+1d8+constitution 

1d8

10th

+4

Worship Improvement

+1d8+constitution 

1d8

11th

+4

Blessing of the Gods

+1d8+constitution 

1d8

12th

+4

Ability Score Improvement

+1d8+constitution 

1d10

13th

+5

Greater Rune Conjure

+1d8+constitution 

1d10

14th

+5

Allegiance, Bloody Prophet

+1d10+constitution 

1d10

15th

+5

Worship Improvement

+1d10+constitution 

1d10

16th

+5

Ability Score Improvement

+1d10+constitution 

1d12

17th

+6

Holy Weapons

+1d10+constitution 

2d6

18th

+6

Ultimate Rune Conjure

+1d10+constitution 

2d6

19th

+6

Ability Score Improvement

+1d12+constitution 

2d6

20th

+6

Mastery of Runes

+1d12+constitution 

2d8

Runes

Each rune is unique, some are for religious purposes but most are required for the owner to wield their magical abilities. The owner is only able to use abilities if the corresponding rune is scarred into their body.

Bloodloss

When you use abilities you consume your blood to act as a catalyst and after runes are used they begin seep. With this method of casting you begin to experience Bloodloss. At the end of every one of your turns you take damage equal to the number specified by the ability. This allows the capability to use abilities at any time but results in the creation of vast amounts of Bloodloss. This effect stacks. To remove Bloodloss you may take your action to close your runes, roll the Close die as indicated by the table above then subtract the result from the total Bloodloss.

Scarification Blade

A small blade engraved with runes and always appears to be dripping with blood. Enchanted to inscribe runes into flesh. Not large enough to be used as a weapon, exclusively used in rituals. To create new runes you must take an hour to inscribe them into your skin. 

Runic Purification

At 1st level you have limited control over your blood. You gain the ability to spend a bonus action to remove imperfections in your blood, removing effects such as Poisoned or other physical ailments.

Fighting Bloody

At 1st level you can control your blood to deal powerful blows. As an bonus action on your turn you can begin to bleed from one of your runes, forming a hardened shell around your fists. You become proficient with unarmed attacks and your unarmed strikes do 1d4+constitution damage. This increases as you take additional Runed Accolade levels, scales from the table above. This deals +1 Bloodloss.

Begin Worship

At 1st level you choose how best to serve your god by choosing a subclass. You can choose Sacrifice or Consume and cannot change this later.

Blood Conjure

At 2nd level you can use your blood to shape objects. For 1 hour you can create anything you have seen before and have knowledge of. You cannot create anything larger than 0.5 x 0.5 feet and must weigh less than 5 lbs. You cannot do this while using Blood Conjure to increase your unarmed damage and vice versa.

You can use this ability equal to your constitution modifier per long rest. Every time you use this you take your level in damage.

Lesser Rune Conjure

At 3rd level you find a rune within your tome that allows you to conjure a simple melee weapon as a bonus action if inscribed into the palm of your hand. You are considered proficient in any conjured weapon. The conjured weapon lasts for 1 hour but cannot leave the site of the rune or the magic is broken and the weapon vanishes (Using Bloodloss Close Dice does not remove the weapon). The conjured weapon is formed of the wielders own blood that once the spell is cast turns as hard as steel. When using a blood weapon add your constitution modifier instead of your dexterity or strength to your damage. To hit roles remain unchanged.

This also creates Bloodloss. Simple weapons add +2 to your total bloodloss. Light weapons use half of this and Heavy weapons use double.

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. 

Devotion

At 6th level you have strengthened the bond between you and your deity. Your Conjure Blood ability is improved, you can conjure any object up to 1ft x 1ft and 5lbs or lower that you have seen before and have knowledge of. You can use this ability equal to your constitution modifier per long rest. Every time you use this you take your level in damage.

Faithful Strike

At 6th level When you take the attack action, attack twice. You can now serve more effectively as your god has placed his trust in you.

Rune Conjure

At 7th level you have learned to control your weapons even if they leave the rune. You can conjure ranged and melee simple weapons as a bonus action. You are considered proficient in any summoned weapon. Ranged weapons are conjured with 20 ammo. When using a blood weapon add your constitution modifier to your damage. To hit rolls remain unchanged.  If the weapon leaves the site of the rune it stays conjured for up to 10 minutes before turning into a fine crimson dust.

This also creates Bloodloss. Simple weapons add 2 to your total bloodloss, Light weapons use half of this and Heavy weapons use double.

Rune of Shielding

At 9th level, as an action you can manifest your deity to protect you. This does not count as a spell. For the 1 hour, your AC is improved by your Constitution modifier (This effect cannot exceed +5). When cast you add your proficiency bonus to your Bloodloss total. You can cast this once per long rest. If you chose the Consume subclass this stacks with your Servitude.

Blessing of the Gods

At 11th level you can cast Blessing of the Gods as a bonus action. You can add your Constitution + Religion skill(this effect has a minimum of +0 with no maximum) as damage to any weapon you wield as you coat the weapon in your powerful blood. This also creates Bloodloss. Simple weapons add 2 to your total Bloodloss, Martial weapons add 4. Light weapons use half of this and Heavy weapons use double The spell lasts 1 hour and you can cast this once per long rest.

Greater Rune Conjure

At 13th level you can conjure any melee martial weapon as a bonus action. This is in addition to your previous abilities. You are considered proficient in any conjured weapon. When using a Blood Weapon you add your Constitution to damage rolls. All conjured weapons add an additional +1 to attacks and damage.

This also creates Bloodloss. Simple weapons add +3 to your total bloodloss, Martial weapons add +6. Light weapons use half of this and Heavy weapons use double.

Allegiance

At 14th level your bond with your deity has strengthened. Conjure Blood is improved, you can conjure any object up to 5ft x 5ft that you have seen before and have knowledge of.

Bloody Prophet

At 14th level you can use your blood in unconventional ways. Effects are applied as a bonus action and all end 10 minutes after they are cast. You cannot have multiple effects active at once. You have charges of this ability equal to your constitution modifier. You regain all charges after a Long rest

All-Seeing Blood: You can coat your eyes in blood to gain Advantage on Perception, Insight and Investigation checks. 

Honeyed Blood: You can coat your tongue in blood to gain Advantage on Persuasion, Intimidation and Deception checks. 

Nimble Blood: You can coat your fingers in blood to gain Advantage on Sleight of Hand, Medicine and Stealth checks.

Holy Weapons

At 17th level you permanently add your Religion Skill(Or if this is below zero then you may use your wisdom modifier) score to any non-conjured weapon you wield (This effect caps at half your character level) as there is now an implicit trust between you and your deity. This replaces Blessing of the Gods. While wielding the weapon you take Bloodloss. You can sheathe the weapon to immediately remove the Bloodloss. Simple weapons add +3 to your total Bloodloss, Martial weapons add +6. Light weapons use half of this and Heavy weapons use double. 

Ultimate Rune Conjure

At 18th level you can conjure any weapon as a bonus action once per turn. You are considered proficient in the conjured weapon. You are considered proficient in any conjured weapon. When using a Blood Weapon you add your Constitution to damage rolls. Additionally this weapon gains +2 to all attacks and damage.

This also creates Bloodloss. Simple weapons add +4 to your total bloodloss, Martial weapons add +8. Light weapons use half of this and Heavy weapons use double.

Mastery of Runes

At 20th level your AC is permanently increased by your Constitution. This replaces Rune of shielding. Furthermore, creating objects using Conjure Blood no longer creates Bloodloss nor does creating simple melee or ranged weapons. All conjured weapons have +3 to Attack and Damage rolls. Martial weapons add +10 to Bloodloss. Light weapons use half of this and Heavy weapons use double.

Divine servitude

Upon completion of the ritual you have devoted yourself entirely to the service of the Blood deity [Creator note, Names, symbols and basic lore is provided, but feel free to change to fit your own campaign]

Blood deity Kelshav – An ancient being who once wished to feed on the world but was unable to fully manifest. Instead, he took disciples, to control and use as pawns to feed him. His old followers represented him as a large and bloated bat with long fangs. He has long since been forgotten after each of his followers sacrificed themselves to feed him. The last person to find him buried the sacred texts so that Kelshav would never hold sway over the world again. He grants his accolades the power to manipulate their own blood and in exchange he bids them to feed him.

Take his gift to achieve unlimited power. He cares not what you do, just as long as you feed him.

With your new devotion you can choose out of 2 methods of worship. Sacrifice and Consume. You gain features at level 1, 5, 10 and 15.

Sacrifice

The best way to feed your god is to offer your own flesh and blood as sacrifice.

Small Sacrifice

At 1st level you can choose to take damage equal to your level to gain advantage on a roll. You must use this ability before you roll and you can only use this ability a maximum number equal to your Wisdom modifier. You regain one use on a short rest or all uses on a long rest.

Transfusion

At 5th level as an action you can roll 2d8. You take damage and an ally of your choice within 30 feet heals equal to the number rolled. You can only perform this action once per short rest. At 10th level this increases to you can perform this action twice, the range increases to 40ft and the die increases to 2d10.

At 15th level this increases again. You can perform this action three times, the range increases to 50ft and the die increase to 2d12

At 20th level this increases again. You can perform this action equal to your Wisdom modifier, the range increases to 70ft and the die increases to 4d12.

Refined Combat

At 10th level you can dual wield Rune Conjured weapons. You are considered proficient in both your main and offhand weapon. Both weapons can be summoned simultaneously but the Bloodloss created can only be removed at the end of your turn after 3 turns.

Sacrificial Pact

At 15th level, as an action, you add your level to your Bloodloss total to gain advantage on all attacks on your next turn, add your constitution to all damage (this effect stacks) and half of all the damage you deal is returned to you as hit points. You can only perform this action once per short rest

Consume

You accept the ritual, allowing your body to become a conduit for your god.

Servitude

At 1st level you choose to devote yourself to your god, hearing his commands directly and allowing his presence to guide you. At 1st level, while you are wearing no armor and are not wielding a shield, your AC equals 10 + Constitution modifier + your Wisdom modifier. If you choose the Consume subclass you replace your armour with its equivalent gold value.

Feast

At 5th level you can roll an unarmed attack based on your Fighting Bloody damage. You regain all damage dealt as hit points as you consume the flesh of your foe. Will only work if enemy is made of organic matter and you can only perform this attack once per short rest.

At 10th level you can perform this action twice per short rest and you can use this as your second attack action.

At 15th level you can perform this action three per short rest and the attack is a Critical Hit on a roll of 19 or 20.

At 20th level you can perform this action four times per short rest. On a Critical Hit you add additional d12 equal to your constitution modifier.

Transformation

At 10th level you can transform into a vessel of the Blood Deity, your blood coats your body in a flowing skin. For 1 hour you have advantage on Strength ability checks and Saving Throws but disadvantage on Wisdom ability checks and Saving Throws. After a minimum of 1 minutes you can revert back to your original form. You can only perform this action once per long rest. You may stay in this state for up to 1 hour and lose this state if you are knocked unconscious. 

Complete Domination

At 15th level you give yourself fully to the the Blood deity, transforming into a large beast made of your blood. You can add an extra 1d10 + your constitution modifier to your Fighting Bloody damage. You can also use Feast in this form but you do not add the additional dice. While in this form you must attack on your turn, regardless if the target is enemy or ally. If you do not attack you gain 1 point of exhaustion per turn of not attacking. After a minimum of 1 minutes you change back. To successfully change back you must succeed a wisdom saving throw. Saving throw DC = number of rounds since transformation. This state is also removed if you lose all your hit points. You cannot use this ability if Transformation is active and Faithful Strike is unavailable when using this ability. You can only use this ability once per long rest.

Multiclassing

This class in unable to multiclass or be multiclassed into.

Huge thanks to Fralcon, Aargard, Shade, AdaptEvan and Assaunbound for helping review/balance! 😉

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