When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the cleric or druid spell list. You learn an additional cantrip of your choice at 10th level.
Spell Slots
The Blood Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the cleric or druid spell list, two of which you must choose from the transmutation and necromancy schools of magic
The Spells Known column of the Blood Mage Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be a transmutation or necromancy spell of your choice from the cleric or druid spell list, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the cleric or druid spell list. The new spell must be of a level for which you have spell slots, and it must be a transmutation or necromancy spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric or druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Barbarian Level
Cantrips Known
Spells Known
1st
2nd
3rd
4th
3rd
2
3
2
-
-
-
4th
2
4
3
-
-
-
5th
2
4
3
-
-
-
6th
2
4
3
-
-
-
7th
2
5
4
2
-
-
8th
2
6
4
2
-
-
9th
2
6
4
2
-
-
10th
3
7
4
3
-
-
11th
3
8
4
3
-
-
12th
3
8
4
3
-
-
13th
3
9
4
3
2
-
14th
3
10
4
3
2
-
15th
3
10
4
3
2
-
16th
3
11
4
3
3
-
17th
3
11
4
3
3
-
18th
3
11
4
3
3
-
19th
3
12
4
3
3
1
20th
3
13
4
3
3
1
Adrenaline Surge
Also at 3rd level, you can use your arcane power to heighten your senses and physical abilities. On your turn, you can use your bonus action to enter an adrenaline surge by expending a use of your Rage feature. While in this state, you gain the following benefits:
You have advantage on Wisdom checks and Wisdom saving throws.
The first time you make a Constitution saving throw to maintain concentration on a spell after casting it, you can add your Wisdom modifier to the total.
You gain immunity to poison damage and the poisoned condition. When you enter an adrenaline surge, you can end any effect causing you to be poisoned.
Blood Shield: Whenever you take damage within this state, you can use your reaction to reduce the damage by expending one or more of your hit dice. The total damage reduced is equal to the hit dice expended+your Wisdom modifier+your Constitution modifier. If the damage you would take is reduced to 0, any reduction beyond that is gained as temporary hit points. These temporary hit points vanish when you finish your adrenaline surge.
Your adrenaline rush lasts for 1 minute. It ends early if you are knocked unconscious, enter a rage, or choose to end it using your bonus action.
Gore Weapon
Your magic allows you to infuse the power of your blood into a weapon. Also at 3rd level, as part of a short or long rest you can designate one of your weapons which you are proficient with as your gore weapon, granting it the following properties:
The weapon acts a spellcasting focus for your druid and cleric spells
While raging, you can add the value of your rage damage to attack rolls made with this weapon.
While in an adrenaline surge, attacks made with the weapon count as magical for the purpose of overcoming resistances and immunities.
Once per turn, when you hit a creature with a melee weapon attack made with your blood weapon or a spell attack while using it as your spellcasting focus, you can expend one of your hit dice to deal extra necrotic damage to the target as part of the attack equal to the value rolled.
Each time you complete a short or long rest you can change which weapon is your gore weapon.
Sanguine Caster
At 6th level, you are able to use your lifeforce in order to draw on more arcane power. As part of a short rest, you can take one of the following actions:
Expend one of your hit dice to regain expended spell slots whose total level does not exceed half of the value rolled (minimum of 1).
Expend a spell slot to empower the healing of your allies. Each creature which expends hit dice to regain hit points as part of the short rest can roll d12s in place of some of their normal hit dice. The number of hit dice that each creature can replace with a d12 is equal to the level of spell slot expended.
Each option can be used once, and you regain the ability to take both actions following the completion of a long rest.
Siphoning Strike
Starting at 10th level, when you score a critical hit against a creature or reduce a creature to 0 hit points using a melee weapon, you can regain one of your expended hit dice. If the attack was made using your Gore Weapon, you instead regain up to two expended hit dice.
Once you have used this feature to regain hit dice, you cannot use it again until you complete a short or long rest. This feature does not work for creatures which are undead or constructs.
Blood Bath
At 14th level, using your action you can expend two uses of your Rage feature to enter a state of heightened physical and mental power. For 1 minute, you are treated as raging and in an adrenaline rush simultaneously, and you gain the following benefits:
You can cast and concentrate on spells while raging. Raging does not end the effects of your adrenaline surge.
You can add your rage damage to any weapon attack or spell attack which uses Strength or Wisdom
When you make a Constitution saving throw to maintain concentration, if the value is less than the sum of you Constitution modifier and your Wisdom modifier you can use the total in place of your roll
When you expend hit dice to use your blood shield or deal extra damage with your gore weapon, you can treat each die as having rolled its maximum value instead of rolling.
Both the rage and adrenaline rush ends early by any effect which would end your rage early. Once you use this feature, you cannot use it again until you finish a long rest.
Wanted to try my hand at designing a Barbarian subclass that acts as a 1/3 caster. Let me know what you think
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Wanted to try my hand at designing a Barbarian subclass that acts as a 1/3 caster. Let me know what you think
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!