Base Class: Wizard
The Origins of the Bloodweaver
Long ago, deep in the shadowed halls of an ancient arcane academy, a forbidden art was whispered among those desperate for power. Hemomancy—the art of wielding life force itself—was feared and reviled, outlawed for its dangerous nature and the terrible price it exacted. Yet where others saw a curse, a young prodigy saw possibility.
This student, a wizard named Kaelith Morvayn, was born frail and overlooked, with neither the brute strength of warriors nor the cunning charisma of court mages. But Kaelith possessed one thing others lacked: a relentless determination to survive.
A Desperate Discovery
Kaelith’s obsession began during a siege on the academy. The invaders, a brutal mercenary band led by a warlock, overwhelmed the arcane defenses. Cornered and with no spells left to cast, Kaelith’s panic turned to desperation. Clutching a shard of broken glass, Kaelith carved arcane sigils into their own palm, sacrificing drops of blood to empower a desperate spell.
To Kaelith's shock and terror, the spell didn’t just work—it obliterated the attackers, surging with a potency far beyond anything Kaelith had ever cast. The cost, however, was agonizing: Kaelith collapsed, feverish and near death, but alive. That night, Kaelith realized that the life coursing through their veins could be harnessed as fuel—a limitless reserve of power for those daring enough to pay the price.
The Birth of Hemomancy
Kaelith’s experiments grew more sophisticated over time. Through trial and error, the young wizard discovered how to etch glyphs into their body to hold spells, how to form blood bonds with enemies to sap their vitality, and how to weave shields of life essence to protect allies. These innovations earned Kaelith both awe and fear from peers, who began referring to them as the Bloodweaver.
But the path of hemomancy was isolating. Others shunned Kaelith, terrified of the dark power’s implications. The academy branded Kaelith a heretic, banishing them to wander the world alone.
A Legacy Written in Blood
Kaelith, however, did not fade into obscurity. The Bloodweaver's teachings persisted, carried by whispered legends and discovered in hidden tomes. Those who walk this path are often individuals on the edge: desperate scholars, battle-weary adventurers, or those with nothing left to lose.
Bloodweavers share a common philosophy—power is not given, it is taken. Every drop of blood shed, every life spent, is a step closer to true mastery. Where other wizards fear pain, Bloodweavers embrace it, transforming suffering into strength. They are both feared and respected, for the cost of crossing one is often paid in life itself.
Thus, the legacy of hemomancy endures, a forbidden art that empowers the boldest and deadliest spellcasters to rewrite the rules of life and death.
Level 3: Crimson Arcanum
You gain skills and combat enhancements by drawing on your hemomantic talents.
- Sanguine Savant: Choose two skills from the following list to gain proficiency in: Arcana, Intimidation, Medicine, or Perception. Additionally, you gain proficiency with Constitution saving throws.
- Hemomantic Insight: Add your Intelligence modifier to your Initiative rolls.
Level 6: Bloodforged Memory
Replaces Memorize Spell
Bloodforged Memory: When you prepare your spells, you can bind a spell of 1st through 5th level into your blood. The boundspell can be cast up to your proficiency modifier without expending a spell slot or material components. When you cast the bound spell, you take necrotic damage equal to twice the spell's level, which cannot be reduced or avoided. Once all uses are expended the spell fades and you must choose a new spell via long rest
At 14th level Bloodforged Memory becomes Greater Bloodforged Memory
Replaces Memorize Spell
Greater Bloodforged Memory: When you prepare your spells, you can bind a spell of 6th to 8th level into your blood. The bound spell can be cast up to your proficiency modifier without expending a spell slot or material components. When you cast the bound spell, you take necrotic damage equal to seven times the spell's level, which cannot be reduced or avoided. Once all uses are expended the spell fades and you must choose a new spell via long rest.
Level 6: Sanguine Bond
You forge deadly and painful connections through hemomantic magic.
Bloodlink Curse: When a creature damages you, you can use your reaction to curse them for 1 minute. While cursed: They take psychic damage equal to your Intelligence modifier + proficiency modifier whenever they deal damage to you.When damage is dealt to the cursed creature, you regain Hit Points equal to your Intelligence modifier. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Hemomantic Precision: Whenever you reduce a creature to 0 hit points with a spell, you can regain one expended spell slot of a level equal to the spell's level, when using spell slots under 3rd level. Above 3rd level you can regain one expended spell slot of a level equal to half the spell's level (rounded down). You must get the last hit and kill the target to benefit from this. AOE and target spells may be used with this, but if an AOE spell kills several you are still only granted one spell slot.
Example if you were to use a 9th level spell to kill a ten commoners, you would get back one level 4th level spell slot.
Level 10: Aegis of Sacrifice
You can sacrifice your vitality to defend yourself or an ally.
Shield of Blood: As a reaction when you or a creature you can see within 30 feet takes damage, you can lose Hit Points equal to your Intelligence modifier (minimum of 1) + your proficiency bonus + your Wizard level. The damage is reduced by three times the amount of Hit Points lost.
- If you use this feature to protect an ally, double the Hit Points lost to calculate the damage reduction.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Necrotic Resistance: You gain resistance to necrotic damage.
Level 14: Bloodletting Mastery
You reach the pinnacle of hemomantic control, unleashing devastating power.
Crimson Retribution: When you take damage, you can use your reaction to unleash a wave of hemomantic energy. Each creature of your choice within 30 feet must make a Constitution saving throw against your spell save DC. On a failed save, they take necrotic damage equal to your Wizard level + proficiency modifier + twice your Intelligence modifier. On a success, they take half as much damage.
Once you use Crimson Retribution, you cannot use it again until you finish a long rest unless you expend Hit Points equal to your Wizard level to use it again.
Lifeblood Synergy: When you regain Hit Points from any feature of this subclass, you can increase the amount healed by your Intelligence modifier.
Previous Versions
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12/15/2024 3:54:59 AM
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Posted Dec 24, 2024Maybe lower it to 6 and 7th at the 14th level but at that level, I don't think the amount particularly matters because you should have access to magic items that give you more slots or spell options so the amount I don't think particularly matters. After all, you only get 1 spell and it has to be picked at a long rest. Maybe no healing spells or any spells that can heal you.
I can see why necrotic would make sense but I thought since it's a more curse-based thing, it's psychic but I can see it also being necrotic since that's mostly what the class does.
With Hemomantic precision, it relies on you getting the last hit, so the chances are not super high, but the chances are there. As for it, the 4th is rounded down to a 2, well unfortunately I had to do the line somewhere but the idea behind it is that you get the last hit, and its life is gone that's why you get the spell back. I have the last line I'm because originally before I made it public I had the wording you suggested and some were confused by it, so I just use that sentence for clarity.
The ally thing, I should reword it to where it's any creature you choose to use this one. The reason for the extra damage is that blood magic is more self-centered, to protect someone else you are going to take some damage
Good idea on crimson retribution I think I may implement both of those ideas.
Overall thanks for the criticism, this is my first published subclass and I will always love feedback, especially to improve and balance it.
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Posted Dec 21, 2024Cool subclass! Though i have some confusion and feedback if you would like:
Blood-forged memory could be exploited at high levels, casting an 8th level spell would damage you by 56 Hit Points, and you could then get healed 70 hit points by the 7th level Heal spell or other. Being able to do this up to 6 times per long rest seems like a little too much. Also at lower levels, being able to cast 4 5th level spells for 40 damage at level 9 for example, also seems a little excessive. (Cure wounds heals 2d8 at 1st level, so you get a 5th level spell for the price of a 1st level) Maybe once or twice per short rest or long rest, instead of proficiency mod?
Bloodlink curse. I think it would make more sense thematically if the damage was necrotic, rather than pshycic, but thats just me. Personally i would like this feature to be more Interesting? Maybe you share damage and healing between each other? You can use an action to damage the creature and heal yourself? Its such a cool idea but i feel like the feature doesn't live up to it?
Hemomantic Precision just doesnt make sense. If you kill a creature with a 3rd level spell, you regain a 3rd level spell slot. But if you kill with a 4th level spell, you only regain a 2nd level? This is also very strong, maybe limit this feature to regain expended spells slots with a combined level of the killing spells level rounded down. And you can do this a number of times equal to PB. Also you can just state “Once per turn” and remove the last part of explanation.
Shield of blood makes you take additional damage if you use it on an ally. I cant see when you would ever use this on an enemy? I guess a random civilian wouldn't count as an ally? But i think this adds ekstra unneeded complexity. Unless im missing something, maybe just make it one type of damage and reduction.
Crimson retribution is maybe a little too weak? Maybe it should reset on short rest, or do more effects at the cost of health?
I like blood magic and and this subclass has super dope ideas! Hope you take some of these into consideration ;)