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    Default Re: D&D Base Class Contest VIII: Magic Without Slots

    Blood Mage

    Blood Mage is a generic catch-all label used to mean anyone who uses the life energy in blood to fuel magical effects. Blood Mages vary greatly among themselves and those of different subclasses do not consider themselves one unified group. They are more normally called by the name of which subclass they belong to. All known blood Mages have a connection to a powerful extraplanar being, sometimes gods, and sometimes fiends or fey, or even powerful aberrations. The three known types are the blood shaman, blood knight, and the living martyr.

    HD: d12

    Weapon and Armor Proficiencies: based on blood oath.
    Skill Proficiencies: Any one skill, plus others based on blood oath.
    Saving throws: Constitution and one other based on blood oath.

    Level Proficiency Bonus Cantrips Known Blood Rituals Max Spell Level Class Features
    1 +2 2 - 1st Blood Oath, Blood Casting
    2 +2 2 2 1st Blood Rituals
    3 +2 2 3 2nd -
    4 +2 3 3 2nd Ability Score Improvement
    5 +3 3 4 3rd -
    6 +3 3 4 3rd Oath Feature
    7 +3 3 6 4th -
    8 +3 3 6 4th Ability Score Improvement
    9 +4 3 7 5th -
    10 +4 4 7 5th Oath Feature
    11 +4 4 8 6th -
    12 +4 4 8 6th Ability Score Improvement
    13 +5 4 9 7th -
    14 +5 4 9 7th Oath Feature
    15 +5 4 10 8th -
    16 +5 4 10 8th Ability Score Improvement
    17 +6 4 11 9th -
    18 +6 4 12 9th Ability Score Improvement
    19 +6 4 13 9th -
    20 +6 4 14 9th Oath Feature

    Blood Casting
    The main feature of a Blood Mage is their ability to emulate spells by taking damage. The base cost of this is triple the spell's level, but each Blood Mage has certain spells for which the cost is reduced. The damage actually lowers their hitpoint maximum until they finish a short or long rest. Temporary hitpoints can be used to fuel blood casting, and doing so does not lower their maximum hitpoint total. A spell can also be partly fueled with temporary hitpoints and normal hitpoints if the Blood Mage does not have enough temporary hitpoints to fully pay the cost, in which case their maximum hitpoint total is reduced by the difference between the spell's cost and the number of temporary hitpoints. Spells which grant temporary hitpoints cannot be cast with blood magic. Blood magic does not represent "knowing" spells the way other casters do, and the spells are emulated, not cast. Therefore, components, foci, and spell slots have no effect on blood magic, and for the purposes of utilizing spell slots from multiclassing, the Blood Mage class does not grant any known spells, only cantrips. Emulated spells still require the same action and require concentration if their descriptions say so.

    Spells can be emulated as if cast from higher level slots to increase their effects, but no higher than the maximum level you are capable of emulating, according to the column labeled "maximum spell level" on the class table.

    Spells over 5th level come with an additional caveat: they can only be utilized once before finishing a long rest. For instance, an 11th level blood mage can emulate spells up to 6th level, and can emulate an unlimited number of spells level 5 and below as long as they do not run out of hitpoints, but can only cast a single 6th level spell or a single lower level spell as if using a 6th level slot until they finish a long rest. When you reach 13th level as a blood mage, you can cast a single spell as if from a 6th level slot, and a single spell as if from a 7th level slot, and so on, until at 17th level they can cast spells as if from one 6th, one 7th, one 8th, and one 9th level slot between long rests.

    Blood Oath
    Blood magic is mediated by a powerful being, usually in expectation of service. Any deity or being which could serve as a warlock patron can be the subject of a Blood Mage's oath. They fall into three categories known so far: the Blood Knight, who revels in carnage, the Blood Shaman, who protects nature, and the Living Martyr, who seeks to heal others through self-sacrifice.

    Spoiler: The Living Martyr
    Show
    The Living Martyr has an affinity with healing and the role of a cleric; they cast spells from the cleric spell list at 2 hp per spell level, and 1 hp per spell level for spells that heal hitpoint damage. The casting stat for a Living Martyr is Charisma and the save DC for their spells is 8 + your proficiency modifier + your Charisma modifier. You are also proficient in Charisma saves.

    Unarmored Defense
    While wearing no armor and not wielding a shield, a Living Martyr's AC is 10 + your dexterity modifier + your charisma modifier.

    Vow of Poverty
    The Living Martyr eschews all but the most basic comforts; you do not use weapons, armor, or items with value. You automatically have proficiency in the Medicine skill, and one other skill among Religion, History, Nature, and Arcana.

    Restorative Blessing
    Starting at 6th level, you can cast Lesser Restoration with blood casting for 2 hitpoints. At 10th level, you can cast Greater Restoration for 5 hitpoints.

    Channel Divinity
    Starting at 6th level, you can channel divinity to turn undead; As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your charisma modifier. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. You must finish a short or long rest before you use this ability again.

    Censure Fiends
    Starting at 10th level, you can channel divinity to bansih fiends; As an action, you present your holy symbol and speak a prayer censuring fiends. Each fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your charisma modifier. If the creature fails its saving throw, it is banished to its home plane. If it is on its home plane

    Angel Wings
    At 14th level, you gain the ability to sprout a pair of angel wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

    Divine Radiance
    At 20th level, you can wreath yourself in divine energy for 1 minute. For the duration, within 30 feet of you counts as natural sunlight, with dim light extending another 30 feet beyond. Allies within 30 feet are healed by an amount equal to your charisma modifier each round, and enemies take radiant damage equal to your charisma modifier, in addition to any effects they may suffer from being in sunlight. You can use your action to double the radius of the light until the end of your next turn.


    Spoiler: The Blood Shaman
    Show
    The Blood Shaman reveres nature, in all its savagery; they cast spells from the druid spell list at 2 hp per spell level. The casting stat for a Blood Shaman is Wisdom and the save DC for your spells is 8 + your proficiency modifier + your Wisdom modifier. You also have proficiency in Intelligence saves.

    Nature's Oath
    You are proficient with daggers, darts, javelins, scimitars, sickles, and spears, and light armor, medium armor, and shields. Blood Shamans will not wear armor or use shields made of metal. Blood Shamans are automatically proficient in the Nature skill, plus one among Medicine, Religion, Animal Handling, and Survival.

    Wild Shape
    At 6th level, you gain wild shape, as a druid. The improvements that come at 4th and 8th level come at 10th and 14th level for you.

    Blood Sacrifice
    Beginning at 10th level, whenever you fuel bloodcasting with temporary hitpoints, they count double. Example: you have 2 temporary hitpoints, and cast a 2nd level druid spell, which normally costs 4 hp. The 2 temporary hitpoints count as 4, meaning you do not have to inflict any damage on yourself to cast the spell.

    Blood Drain
    At 14th level, you gain blood drain. When in beast form using your wild shape ability, you may add 1d8 necrotic damage to one natural attack per round. You gain temporary hitpoints equal to the necrotic damage dealt.

    Blood Blight
    At 20th level, creatures that you reduce to 0 hitpoints rise as blood blights under your control. Blood blights are statistically identical to a zombie version of that creature, but with the plant type instead of undead. The total number of hitpoints worth of blood blights you control cannot exceed your own; if you are already at your maximum and create another blood blight, you must choose one to release. Free blood blights are not hostile to you but are not controlled by you.

    Spoiler: The Blood Knight
    Show
    The Blood Knight revels in carnage; you cast spells that deal damage at 1 hp per spell level. The casting stat for a Blood Knight is Intelligence and the save DC for their spells is 8 + your proficiency modifier + your Intelligence modifier.

    Battle's Glory
    The Blood Knight is proficient in all simple melee weapons, all martial melee weapons, and all armors and shields. You are automatically proficient in Athletics and Strength saves.

    Extra Attack
    Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Blood Drain
    Beginning at 10th level, you may add 1d8 necrotic damage to one weapon attack per round. You gain temporary hitpoints equal to the damage dealt.

    Bloodthirst
    At 14th level, any time you deal damage with a spell or weapon, roll an extra dice, and disregard the lowest die.

    Blood Fury
    Beginning at 20th level, you have advantage on attack rolls against any creature currently damaged by one of your spells or weapon attacks (meaning it is below its hitpoint maximum).


    Blood Rituals
    Blood Casting is different from other forms of magic in many ways, but as you advance as a blood mage, you apply bits of lore about normal magic to your powers from your blood oath, specializing and modifying it in various ways. These are called blood rituals, and they often are only available to one or two of the subclasses and may have other prerequisites, including having other blood rituals that must be learned first or a certain number of blood mage levels.

    Vampire's Strike
    Prerequisites: Blood Knight oath
    You may give up your bonus action to add your intelligence modifier, minimum 1, as necrotic damage to the damage of one weapon attack per round. You gain temporary hitpoints equal to the necrotic damage. These temporary hitpoints go away at the end of any round in which you neither take damage or deal damage to an enemy with a weapon or spell. The damage from blood casting counts for this purpose.

    Pain to Power
    Prerequisites: Blood Knight or Living Martyr oath
    For every 4 damage you take from enemy weapons, spells, natural attacks, or unarmed strikes, you gain 1 temporary hitpoint. These temporary hitpoints go away at the end of any round in which you do not take damage, but the damage caused by blood casting counts for this purpose.

    Vampiric Cantrip
    Prerequisites: Blood Shaman oath
    When you cast a cantrip that deals damage, you may give up your bonus action to change its damage type to necrotic, and gain temporary hitpoints equal to half the total damage dealt. These temporary hitpoints go away at the end of any round in which you neither take damage or deal damage to an enemy with a weapon or spell. The damage from blood casting counts for this purpose.

    Spell Affinity
    Choose a spell of up to the highest level you are able to cast. You cast this spell at a cost of one hitpoint per slot level. You may take this blood ritual multiple times. Each time, you apply it to a different spell.

    Sacrificial Grace
    Prerequisites: Living Martyr oath
    Whenever you must make a saving throw, you may take 3 hitpoints of damage to treat it as a charisma saving throw instead of its normal type.

    Leech of the Land
    Prerequisites: Blood Shaman oath
    Beasts and plant creatures take double damage any time you deal necrotic damage to them.

    Divine Fist
    Prerequisites: Living Martyr oath
    Your unarmed strikes deal 1 + your strength modifier + your charisma modifier damage, and you use your dexterity or strength for attack rolls, whichever is higher.

    Sacrificial Blade
    Prerequisites: Blood Shaman oath
    You add your wisdom modifier to damage instead of your dexterity or strength modifier with any weapon allowed by your Nature's Oath.

    Advanced Training
    Prerequisites: Blood Knight oath, special (see description)
    You gain the benefits of one of the fighting styles available to fighters. You may choose this blood ritual a second time, but only after reaching 15th level as a blood mage.

    Blessed Inspiration
    Prerequisites: Living Martyr oath
    When you heal an ally with blood magic, they gain a blessed inspiration die of 1d6. It functions identically to bardic inspiration. A single ally can only gain one inspiration die, from you or any other source of inspiration, such as bardic inspiration, and you can only grant one die at a time, so if an ally has an unexpended inspiration die, no other ally can benefit from this ability until they expend it. You may take this blood ritual a second time, turning the die to a d8 and allowing two allies to benefit at once, but still not allowing a single ally to have more than one die at a time.

    Blessed Alacrity
    Prerequisites: Living Martyr oath
    Whenever you make a d20 roll, you may take 3 hitpoints of damage to gain advantage on the roll or cancel disadvantage.

    Fell Strike
    Prerequisites: Blood Knight or Blood Shaman oath
    Whenever you make an attack roll, you may take 2 hitpoints of damage to gain advantage on the roll or cancel disadvantage.

    Blood Sense
    You cast any detection or scrying spells at 1 hitpoint per slot level.

    Blood Strike
    Prerequisites: Blood Knight or Blood Shaman oath, Vampire's Strike or Vampiric Cantrip blood ritual
    Whenever you score a critical hit, the extra damage is necrotic and you gain temporary hitpoints equal to the necrotic damage.

    Blood Empowered Strike
    Prerequisites: Blood Shaman oath, blood mage level 11 or higher.
    When you make a successful weapon attack with one of the weapons allowed by Nature's Oath, you may cast a damage-dealing cantrip as a bonus action. This cantrip automatically hits the target of your weapon attack, as if they failed its saving throw or were hit by its attack roll. They take the cantrip's damage but no additional effects, and the cantrip damages only the target of your weapon attack, even if it normally could affect multiple targets.

    Extra Attack II
    Prerequisites: Blood Knight oath, Blood Mage level 15 or higher
    When you use your attack action to make a weapon attack, you may make three attacks.
    Last edited by sengmeng; 2019-09-28 at 05:17 PM.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

    Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).



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