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    Barbarian in the Playground
     
    BardGuy

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    Default Finished Blood Mage Class - Have at it...

    Hey, ive been building a Blood Mage class at the request of my table. I just today finished, but ive never built a class before and i'd love some input regarding nuances of ways things can be broken. I have not playtested this. Any input is appreciated.

    Im not well versed in making spell lists and so on, so let me know...



    BLOODCASTING:
    The class is based around a life-for-spells casting system (Bloodcasting). I fashioned it such that the health cost was some - but not too much - so as to account for being hit in combat and potential 6 encounters a day. The class CANNOT receive magical healing outside of whatever life it steals itself. Any repeatable casting (Cantrips) provide Temp HP until the end of your next turn (6 seconds) to prevent abusibility.

    To prevent the class from just dying off, they get an ability (Corrupted Blood) to utilize their Hit Die in combat as a bonus action.

    Also, the Bloodcasting ability wipes any spell slots/regular spell casting. This is to prevent multi-classing abuse for healing or whatnot.

    SUBCLASSES:

    There's...

    -A Glass Cannon that cant wear any armor, but gets extra options to dump more HP to power spell damage and Staffs/Wands.

    -A Buff/Debuffer who spends their time holding a "Blood Aura" like an anti-paladin who also gets Light Armor/Shields (Though Shield messes up your Bloodcasting)

    -A Warrior who gets Bladed martial weapons and Light/Medium armor with the ability to weave in and out of combat. Options to go Dex (Rapier) or Str (Versitile Battleaxe or Longsword) are available.



    My main concern is the spell lists and a few new spells i created. Ive got no experience with it so i just kind of went for it.






    Spoiler: Class Table
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    Level Proficiency Bonus Featres Cantrips Spells Known Spell Level
    1 +2 Bloodcasting
    Drain Life
    Corrupted Blood
    3 2 1
    2 +2 Path of Manipulation 3 3 1
    3 +2 3 4 2
    4 +2 Ability Score Improvement 4 5 2
    5 +2 4 6 3
    6 +3 Path Feature 4 7 3
    7 +3 4 8 4
    8 +3 Ability Score Improvement 4 9 4
    9 +4 4 10 5
    10 +4 Path Feature 5 11 5
    11 +4 5 12 6
    12 +4 Ability Score Improvement 5 13 6
    13 +5 Level 7 Spell Slot 5 14 7
    14 +5 Path Feature 5 15 7
    15 +5 Level 8 Spell Slot 5 15 8
    16 +5 Ability Score Improvement 5 16 8
    17 +6 Level 9 Spell Slot 5 16 9
    18 +6 Hematologic Regeneration 5 17 9
    19 +6 Ability Score Improvement 5 17 9
    20 +6 Master Bloodcaster 5 18 9



    Spoiler: Class Features
    Show


    Blood Mage

    Class Features:

    As a Blood Mage, you gain the following class features.

    Hit Points
    Hit Dice: 1d12 per Blood Mage level
    Hit points at 1st level: 12 + Your Constitution Modifier
    Hit Points at Higher levels: 1d12 (or 5) + your Constitution modifier per Blood Mage level after 1st

    Proficiencies
    Armor: None
    Weapons: Simple Bladed weapons (Dagger, Handaxe, Sickle, Darts, Light Crossbow)
    Tools: None
    Saving Throws: Constitution, Charisma
    Skills: Choose 2 from Arcana, Perception, History, Sleight of Hand, Stealth, Insight, Investigation, Medicine

    Equipment
    You start with the following equipment, in addition to the equipment granted by your background:
    • (a) a light crossbow and 20 bolts or (b) any simple weapon
    • (a) a scholar’s pack or (b) an explorer’s pack
    • a dagger with ceremonial markings related to your background

    Bloodcasting:
    Your study of arcane magic fueled by the inert power of lifeblood is frowned upon in society by those who are aware of it’s practice. You are able to utilize your blood (or at times the blood of others) to power your spellcasting. You have no spell slots outside of ones gained via Bloodcasting, and any spell slots you currently have are lost. You may not gain spell slots through multiclassing. In order to cast a spell, you must have a bladed weapon in 1 hand, and nothing in the other hand to facilitate an open wound when needed. The cost in blood of a spell is equal to the spell slot level being used to cast it x4. For example, if one wished to cast a spell with a 1st level spell slot, it would cost them 4 Health, a 4th level spell would cost 16 health, and so on. Your spells do not require components beyond your own blood. A Blood Mage may not cast a spell that brings their health below 1. Health may not be spent to cast spells with spell slots of 7th level or higher. You gain ONE level 7 spell slot at level 13, ONE level 8 spell slot at level 15, and ONE level 9 spell slot at level 17. These spell slots are replenished on a long rest.

    Cantrips
    You know the Leach cantrip plus 2 cantrips of your choice from the Blood Mage spell list. You learn additional Blood Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blood Mage table.

    Spells Known of 1st Level and Higher
    At 1st level, you know two 1st-level spells of your choice from the Blood Mage spell list.
    The spells known column of the Blood Mage table shows when you learn more Blood Mage spells of your choice of 1st level and higher. A spell you chose must be of a level no higher than what’s shown in the tables Spell Level column for your level. When you reach 6th level, for example, you learn a new Blood Mage spell which can be of the 1st, 2nd, or 3rd level.
    Additionally, when you gain a level in this class, you can choose one of the Blood Mage spells you know and replace it with another spell from the Blood Mage spell list which also must be of a level lesser than or equal to the Spell Level shown in the Spell Level column for your level on the Blood Mage table.

    Spellcasting Ability
    Constitution is your spellcasting ability for your Blood Mage spells, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Blood Mage spell you cast and when making an attack roll with one.
    Spell save DC = 8 + Your Proficiency Bonus + Your Constitution Modifier
    Spell Attack Modifier = Your Proficiency Bonus + Your Constitution Modifier

    Drain Life:
    Level 1
    Through practice manipulating the essence contained in blood, you have learned to draw it from others when it’s exposed. During combat, as a bonus action, you may choose a damaged enemy to target with this ability. Roll 1d4, and deal that much necrotic damage to the target. You gain life equal to the damage dealt to the enemy as you funnel their lifeforce to you. You may use this ability a number of times equal to your constitution modifier, and your uses are replenished on a Long Rest. The damage dice increases to 2d4 at level 5, 3d4 at level 11, and 4d4 at level 17.

    Corrupted Blood:
    Level 1
    Due to prolonged arcane practice on/with your blood, and manipulation of your lifeforce, your natural healing has been altered to accelerate at will, but this has come with a price. As a bonus action in combat, you may spend 1 Hit Die (1d12) to regain health equal to the number rolled without the addition of your constitution modifier. Additionally, your lifeforce is not responsive to magical healing from others. Magical healing from other creatures has no effect on you. You may use Health Potions as normal, but otherwise you may not be healed outside of your own hit die and your own spells/abilities. This immunity to magical healing includes other class abilities such as Song of Rest. Being immune to the effects of magical healing from others does not preclude them from casting the spell on you if there were a secondary benefit to the magical healing. The lone exception to this occurs when a Blood Mage drops to 0 hit points, at which point their magic affecting their Blood fades and the Blood Mage becomes eligible for magical healing until stabilized or healed. Being immune to the effects of magical healing from others does not preclude them from casting the spell on you if there were a secondary benefit to the magical healing.

    Paths of Manipulation:
    When you reach 2nd level, you chose a path of manipulation, utilizing the arcane power of lifeblood through one of 3 different means; Path of Harm, Path of Sacrifice, Path of Enhancement, all detailed at the end of the class description.
    Your choice grants you features at 2nd level, and again at 6th, 10th, and 14th level.
    Path Specific Spells:
    Each Path of Manipulation has a list of spells – It’s Path Spells – that you gain at the Blood Mage Levels noted in the Path description. Once you gain a Path Spell, you always have it prepared and it doesn’t count against your number of spells known.



    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 cant increase an ability score above 20 using this feature.

    Hematologic Regeneration:
    Level 18
    Your bone marrow has magically adjusted to your ever-increasing need for blood. You regain all your Hit Die on a Long rest. In addition, when you use your Corrupted Blood feature to expend Hit Die in combat, you may add your Constitution Modifier to the roll. Finally, if you begin combat without any Hit Die, you regain 1 Hit Die at the start of Combat.

    Master Bloodcaster:
    Level 20
    You have mastered your blood-driven form of spellcasting such that you may use other’s untapped lifeforce to fuel your spells. You may draw health from a willing creature within 30 ft of you to cast a spell with Bloodcasting during combat. This health cost may not be reduced by any spells or abilities, and is drawn directly from the creatures health (not from any kind of Ward or protective spell/ability, though it may be drawn from Temporary hitpoints). This creature must be willing and not coerced to do so via a magical effect, such as Dominate Person or Geas, and this ability cannot reduce a creatures health below 1. You may choose to draw a ratio of the spell's cost in health from the creature, and pay the difference in your own blood. The Blood Mage decides how much health to draw from the creature, and how much to draw from himself, but may only target 1 other creature at a time (May not Draw from 2 separate targets simultaneously). Any creature whom you draw blood from in this manner is touched by your Blood Magic, and becomes immune to magical healing until the start of it's next turn.

    Paths of Manipulation
    The study and practice of manipulating the lifeforce in ones blood is an ancient, powerful, and dangerous practice. It remains frowned upon, and often times is hidden by those who wield it’s furious powers for their benefit.
    There are 3 typical uses one may direct their Blood’s lifeforce towards, though all 3 are known by the few who are aware of the practice as particularly dangerous.
    The Path of Harm focuses the strength drawn from Blood to enhance one’s spellcasting prowess. The Path of Sacrifice is a path some desperate individuals take when seeking to utilize their own lifeforce to empower their allies. Finally, the Path of Enhancement is reserved for individuals who seek to use their Blood Magic to empower their own body and weapons, enhancing their armor or sword with Blood energy.




    Path of Harm
    The Path of Harm focuses the strength drawn from Blood to enhance one’s spellcasting prowess. Being hit by a fireball, for example, is particularly dangerous from these Blood Mages. Those who continue down this path realize that, often times, ending an enemy quickly is the best way of preserving ones self rather than wasting time mending ones wounds while your foe continues their offensive assault. These Bloodcasters seek to end combat quickly at the expense of their own life force.

    Path of Hurt Expanded Spell List:
    Level 1 – Chaos Bolt, Thunder Wave
    Level 2 – Flaming Sphere, Misty Step
    Level 3 – Lightning Bolt, *Blood Boil
    Level 4 – Greater Invisibility, Wall of Fire
    Level 5 – Flame Strike, Hallow


    Reopening Wound
    Beginning when you select this Path at level 2, your ability with your Bloodcasting increases. Choose a spot on your exposed skin (your hand, your neck, your face, your arm, etc.) and describe a type of fresh cut, wound, etc. You have learned to magically maintain this open wound such that it begins to slightly, unnoticeably bleed when you decide to utilize your Bloodcasting feature. You no longer require a bladed weapon, or an open hand, to cast spells, thus freeing your hands to utilize weapons, staffs, wands, etc. You share attunement restrictions with Sorcerers, and may attune to any item that a Sorcerer can with the text of the item simply replacing "Sorcerer" with "Blood Mage".
    You additionally gain proficiency in 1 of (Your choice) Arcana, Investigation, Religion or History.

    Improved Leaching
    Starting at 2nd level, you’ve become more adept with your ability to draw health from enemies, briefly leaching hitpoints. You may add your spellcasting modifier to your Leach Cantrip’s damage.

    Bloodcharged
    Starting at 6th level, when you cast a spell at a spell slot level of 1st or higher, you have the option to “Bloodcharge” your spell. Before rolling a spell attack, or before your target(s) make saving throws, sacrifice up to 5 health to Bloodcharge your spell. If the spell deals damage, the initial damage dealt is supplemented by Necrotic damage equal to the amount of health you sacrificed. At 11th level, the maximum health available to sacrifice increases to 10 health, and at level 17 it reaches a maximum of 20 health.

    Healing Response
    Starting at 10th level, your magically charged blood has developed the ability to respond briefly to assault. Whenever an enemy hits you with a melee attack that does damage, you may spend your reaction to gain temporary hitpoints equal to double the damage dealt by this attack. These temporary hitpoints last until the end of your next turn. Once you use this feature, you cannot use it again until you finish a Long rest.

    Last Chance
    By the 14th level, you have tested the limits of your resiliency in utilizing the power of the magic in your blood. As an action, you may make one last ditch effort at finishing an enemy by placing every available ounce of your bloods energy into a spell. Choose any spell from your spell list. You may cast this spell with no immediate cost in blood. If the spell requires a spell attack, roll it with Advantage. If the spell requires a saving throw from the target, they make that save with Disadvantage. If the spell causes damage, double the damage die as though it were a critical strike. You may not Bloodcharge this spell. After casting this spell your health drops to 1, you gain 1 point of exhaustion, you fall prone, and your turn immediately ends. You may not utilize your Corrupted Blood feature’s ability to Roll a damage die after using this ability for 1 minute.







    Path of Sacrifice
    The Path of Sacrifice is a path some desperate individuals take when seeking to utilize their own lifeforce to empower their allies. They sacrifice their own blood to heal, or quicken, or strengthen others by great lengths. Those who follow this path typically fell into Blood Magic by necessity, perhaps seeking a way to heal or restore a loved one or aspect of life unsuccessfully, eventually turning to powerful Blood Magic after exhausting all other options, eventually falling to the corruption of the art of Blood Magic.

    Path of Sacrifice Expanded Spell List:
    Level 1 – Bane, *Dark Blessing
    Level 2 – Hold Person, Silence
    Level 3 – Hypnotic Pattern, Counterspell
    Level 4 – Fire Shield, Conjure Minor Elemental
    Level 5 – Dominate Person, Telekinesis


    Battle Support
    Starting at 2nd level when you choose this Path, you acquire the training necessary to defend yourself from attacks in combat. You gain proficiency in Light Armor and Shields, though you still require a dagger in 1 hand and another open hand in order to utilize Bloodcasting.
    You additionally gain proficiency in 1 of (Your choice) Perception, Insight, Survival, or Medicine.

    Blood Aura
    Starting at 2nd level when you choose this path, you’ve discovered the ability to use your Blood Magic to emanate an Aura of lifeforce driven magic at the price of your own vitality. Your Blood Aura may be activated at any time as an Action at the cost of lowering your Maximum Health by 1/3 (Rounded down) while the aura is active. When your Blood Aura is dropped, dispelled, or otherwise discontinued, your Maximum Health returns to its normal amount but your current health remains as is. This aura requires your concentration, and continues for as long as you choose to concentrate on it, however, you need not make concentration checks when hit with a melee attack or spell. Additionally, you may change your Blood Aura as an Action at any time. You may activate/change your Blood Aura a number of times equal to your Constitution Modifier per Long Rest.

    Blood Aid
    When you choose this aura, Each ally within 30 ft has experiences an increase in maximum and current hitpoints by 5 for the duration of the Aura. Any time a friendly creature is within 30 ft of you during combat, they gain +1 AC and +1 to Saving Throws.

    Blood Assault
    When you choose this aura, whenever an ally is within 30 ft of you deals an extra 1d4 Necrotic Damage when they hit with a weapon attack. Additionally, any ally who casts a spell while they are within 30 ft of you gains +1 to their spell attack for that spell.

    Blood Fatigue
    When you choose this aura, whenever an enemy is within 30 ft of your presence you are warded against them. Whenever an enemy targets you with an attack or a harmful spell they must first make a Wisdom saving throw. On a failure, the enemy must choose a new target or lose the attack or spell. This Aura does not protect the Blood Mage against Area effects, such as a fireball, so long as the Blood Mage is not the direct target of the spell or effect. Additionally, Enemies within this 30 ft radius must make a Constitution saving throw at the start of their turn. On a failure, the enemy takes 1d6 psychic damage as their mind fatigues inside the Blood Mage’s aura, and no damage on a successful save.

    Blood Bond
    Starting at 6th level, you gain the ability to magically bond with those affected by your Blood Aura. Any time an ally who is currently within range and under the effects of your Blood Aura (either Blood Aid or Blood Assault) takes damage, you may spend your reaction to transfer any number of temporary hitpoints from you to them prior to the damage being deducted from their hitpoints. For example, if you have 8 Temporary Hitpoints and an ally who is within your Blood Aura is hit with a melee attack for 20 damage, you may transfer those 8 Temporary Hitpoints to said ally by spending your reaction, resulting in them taking the first portion of the 20 damage from their newly acquired 8 Temporary Hitpoints. You may not transfer more temporary hitpoints to your ally than damage they’re receiving.

    Improved Concentration
    Starting at 10th level, you’ve become adept at maintaining your Blood Aura. It no longer requires your concentration, and you are able to maintain concentration on another spell while still maintaining your Blood Aura.

    Empowered Blood Aura
    Starting at 14th level, your Blood Aura grows in strength;

    Blood Aid
    When you choose this aura, Each ally within 30 ft has experiences an increase in maximum and current hitpoints by 10 for the duration of the Aura. Any time a friendly creature is within 30 ft of you during combat, they gain +2 AC and +2 to their Saving throws.

    Blood Assault
    When you choose this aura, whenever an ally is within 30 ft of you deals an extra 1d8 Necrotic Damage when they hit with a weapon attack. Additionally, any ally who casts a spell while they are within 30 ft of you gains +2 to their spell attack or +1 to their Spell Save D/C for that spell.

    Blood Fatigue
    When you choose this aura, whenever an enemy is within 30 ft of your presence you are warded against them. Whenever an enemy targets you with an attack or a harmful spell they must first make a Wisdom saving throw. On a failure, the enemy must choose a new target or lose the attack or spell. This Aura does not protect the Blood Mage against Area effects, such as a fireball, so long as the Blood Mage is not the direct target of the spell or effect. Additionally, Enemies within this 30 ft radius must make a Constitution saving throw at the start of their turn. On a failure, the enemy takes 2d6 psychic damage as their mind fatigues inside the Blood Mage’s aura, and no damage on a successful save.




    Path of Enhancement
    The Path of Enhancement is reserved for individuals who seek to use their Blood Magic to empower their own body and weapons, enhancing their armor or weapon with Blood energy. Some wear medium armor, slashing with their Battleaxe as they throw fireballs, others utilize lighter armor to hide in the shadows and surprise enemies with their Rapier. Those who travel down the Path of Enhancement trend more towards melee combat, utilizing their weapon in conjunction with magic to both harm foes and draw out their lifeforce.

    Path of Enhancement Expanded Spell List:
    Level 1 – Wrathful Smite, Hex
    Level 2 – Web, Branding Smite
    Level 3 – Blink, Find Steed
    Level 4 – Staggering Smite, Phantasmal Killer
    Level 5 – Banishing Smite, Cone of Cold


    Blood Mage Warrior
    Starting at 2nd level when you choose this Path, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency in Light Armor, Medium Armor, and Martial Bladed Weapons without reach (Battleaxe, Greataxe, Greatsword, Longsword, Rapier, Scimitar, Shortsword, War Pick).
    You additionally gain proficiency in 1 of (Your choice) Acrobatics, Athletics, or Stealth.

    Empowered Speed
    When you choose this path at 2nd level, you learn how to quickly weave in and out of melee combat, using the pain from the open wounds of an enemy to magically distract them. After you use your action or bonus action to make an attack, you gain the benefits from the disengage action if the enemy is not at full health.

    Blood-Tinged Weapon
    Starting at 6th level, you have learned to utilize the arcane power of your blood to enhance your weapon. While in combat, as a bonus action, you may run a 1 handed bladed weapon across your empty hand, enhancing the blade as you bleed on it. For the next 1 minute, You may add your Spellcasting (Constitution) modifier to your damage with this weapon, this additional damage counts as Necrotic damage, and you gain Temporary Hitpoints equal to the necrotic damage dealt in this way. The Temporary Hitpoints granted by this ability last until the end of your next turn.

    Blood-Tinged Armor
    Starting at 10th level, you gain the ability to magically utilize your fresh blood to enhance armor when in combat. Whenever you are in combat and below full health, your light armor is empowered by the lifeforce of your blood and gains +2 AC.

    Battle Magic
    Starting at 14th level, you have mastered the art of spell casting and weapon use into a single act. When you use your action to cast a Blood Mage spell, you can make a weapon attack as a Bonus Action.



    Spoiler: Spell List
    Show


    Cantrips:

    *Leach
    Blade Ward
    Booming Blade
    Chill Touch
    Control Flames
    Create Bonfire
    Fire Bolt
    Friends
    Frostbite
    Mage Hand
    Message
    Minor Illusion
    Prestidigitation
    Ray of Frost
    Shocking Grasp
    Thunderclap
    True Strike

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Level 1 Spells:

    *Siphon Life
    Arms of Hadar
    Burning Hands
    Cause Fear
    Command
    Disguise Self
    Expeditious Retreat
    Faerie Fire
    Fog Cloud
    Hellish Rebuke
    Sleep
    Witch Bolt

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Level 2:

    Blindness/Deafness
    Crown of Madness
    Darkness
    Darkvision
    Heat Metal
    Invisibility
    Mirror Image
    Phantasmal Force
    Scorching Ray
    Suggestion

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Level 3:

    Animate Dead
    Conjure Lesser Demon
    Dispel Magic
    Fear
    Fireball
    Fly
    Gaseous Form
    Stinking Cloud
    Vampiric Touch

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Level 4

    *Mass Siphon Life
    Banishment
    Blight
    Charm Monster
    Confusion
    Conjure Shadow Demon
    Dimension Door
    Dominate Beast
    Polymorph
    Sickening Radiance

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Level 5:

    Animate Objects
    Cloudkill
    Far Step
    Hold Monster
    Immolation
    Insect Plague
    Synaptic Static
    Wall of Stone

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Level 6:

    Arcane Gate
    Chain Lightning
    Disintegrate
    Mass Suggestion
    Mental Prison
    Sunbeam
    True Seeing
    Soul Cage

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Level 7:

    Delayed Blast Fireball
    Finger of Death
    Fire Storm
    Power Word: Pain
    Reverse Gravity
    Teleport
    Telepathy
    Plane Shift
    Forcecage

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Level 8:

    Dominate Monster
    Earthquake
    Incendiary Cloud
    Power Word: Stun
    Sunburst
    Antimagic Field
    Feeblemind
    Maddening Darkness
    Mind Blank

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    Level 9:

    Meteor Swarm
    Power Word: Kill
    Wish
    Time Stop
    Mass Polymorph
    Psychic Scream
    Weird






    Spoiler: New Spells
    Show


    New spells:

    Leach
    Level: Cantrip
    Time: 1 Action
    Range: 30 ft
    School: Necromancy
    Duration: Instantaneous
    Components: V-S
    Make a spell attack against a target within 30 ft that is not at full health. On a hit, roll 1d6. That target takes Necrotic damage equal to the number rolled, and you gain temporary health equal to the damage dealt until the end of your next turn. That number increases by 1d6 at levels 5, 11, and 17.

    Siphon Life
    Level: 1st level spell
    Time: 1 action
    Range: 30 ft
    School: Necromancy
    Duration: Concentration, up to 1 minute
    Components: V-S
    Must be cast with the Bloodcasting feature, spell slots can not power this spell. During combat, one creature you can see of your choice within range must make a Wisdom Saving Throw. If the target fails this Saving Throw, they slowly weaken as their lifeforce bends to your will and invigorates you. At the start their turn, said creature takes 1d4 necrotic damage, and the caster gains health equal to ½ the damage dealt in this way rounded up. This effect lasts as long as the caster chooses to concentrate on the spell up to 1 minute, until the target leaves a 30 ft radius of the caster, or until dispelled.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each spell slot above the 1st.


    Dark Blessing (Bless)
    Level: 1st level spell
    Time: 1 Action
    Range: 30 ft
    School: Enchantment
    Duration: Concentration, Up to 1 minute
    Components: V-S
    Materials: A drop of blood
    You bless up to three creatures of your choice within range. Whenever a target makes an attack, roll, or saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above the 1st.

    Blood Boil
    Level: 3rd level spell
    Time: 1 Action
    Range: 30 ft
    School: Transmutation
    Duration: Concentration, Up to 1 minute
    Components: V-S
    You sense an enemies lifeforce within their blood and attempt to infect it with your Blood Magic as you raise your wounded hand and focus, channeling your Blood’s energy. Choose a creature within 30 ft to make a Wisdom saving throw. A target takes 8d6 psychic damage on a failure as you infect their blood, and their mind. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause their blood to boil, causing 3d6 fire damage.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, increase both damage rolls by 1d6 for each slot level above the 1st.


    Mass Siphon Life
    Level: 4th level spell
    Time: 1 action
    Range: 30 ft
    School: Necromancy
    Duration: Concentration, up to 1 minute
    Components: V-S
    Must be cast with the Bloodcasting feature, spell slots can not power this spell. During combat, up to 4 creatures you can see of your choice within range must make a Wisdom Saving Throw. If any of the targets fail this Saving Throw, they slowly weaken as their lifeforce bends to your will and invigorates you. At the start their turn, said creatures take 1d4 necrotic damage, and the caster gains health equal to ½ the damage dealt in this way rounded up. This effect lasts as long as the caster chooses to concentrate on the spell up to 1 minute, until the target leaves a 30 ft radius of the caster, or until dispelled.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each spell slot above the 4th.




    *Note: I modified this class to remove the 7th/8th/9th level spell slots and strictly use HP to cast for a contest, located Here
    Last edited by Tallytrev813; 2019-08-29 at 01:20 PM.
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  2. - Top - End - #2
    Barbarian in the Playground
     
    Breccia's Avatar

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    Mar 2013

    Default Re: Finished Blood Mage Class - Have at it...

    Quote Originally Posted by Tallytrev813 View Post
    The class CANNOT receive magical healing outside of whatever life it steals itself.
    This is extremely risky. Obviously, I'm a fan. I can't think of a lot of nonmagic combat-speed healing that would be a loophole, but you might want to keep your eyes open in case one shows up.

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