If you're playing in a Curse of Strahd campaign with Braak, stop reading!
I'm creating some custom spells for my Curse of Strahd campaign. The intention is for some Strahd's wives to be more threatening than just Vampire Spawn. I got some inspiration from Sly Flourish's Vampires and decided that I wanted to make a few blood magic spells for the Wives and potentially Strahd to use. I want to get opinions on if A) these seem like fun spells and B) if they seem balanced and C) if any wording needs to be revised. If you have suggestions for any other spells I should create or know of homebrew spells that might interest me, let me know! Also, feel free to use these spells in your own campaign if you like them!
Blood Boil doesn't show the longterm effects in the spell. Those, while they can be fun, can mess with players in a way they might not like. I'd like to see what they are before I can really give anything else on it. Damage is good.
Blood Puppet is fun. It doesn't paralyse the target, meaning they still have a turn on their own. But the person controlling the spell can make them hit an ally. That's really cool flavor and doesn't stop players from playing if they fail the saving throw. The damage shouldn't be there; it's already a powerful effect.
Blood Bond is way too powerful for a first level. While yes, they both have to fail a saving throw, if they do you'll start wiping out the party. Especially where they take double damage from an AoE damage.
The theme is nice. I'd change it to bonding between the caster and the enemy, where the caster is healed half the damage the enemy takes.
Blood Boil doesn't show the longterm effects in the spell. Those, while they can be fun, can mess with players in a way they might not like. I'd like to see what they are before I can really give anything else on it. Damage is good.
Blood Puppet is fun. It doesn't paralyse the target, meaning they still have a turn on their own. But the person controlling the spell can make them hit an ally. That's really cool flavor and doesn't stop players from playing if they fail the saving throw. The damage shouldn't be there; it's already a powerful effect.
Blood Bond is way too powerful for a first level. While yes, they both have to fail a saving throw, if they do you'll start wiping out the party. Especially where they take double damage from an AoE damage.
The theme is nice. I'd change it to bonding between the caster and the enemy, where the caster is healed half the damage the enemy takes.
That's all I got for now.
Oops, I put the Internal Injury description in the condition section when creating the spell, but I guess it didn’t show up. Here’s the description (which I pulled from the DMG’s Lingering Injuries: Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing.
I’ll remove the damage on Blood Puppet.
Yeah, I honestly had no clue what level to make Blood Bond, but I think you bring up a fair point. If I removed the extra damage from the Ability modifier and the AOE part, would that make it more in line with a 1st level spell, or does it have enough utility that it’ll need to be at least a 2nd? My hope is that the targets having to be within 60ft for them to be damaged and that it’s concentration would balance it out a bit as well.
I thought about making Blood Bond a caster and target bond. However, I’m not sure if that would work for the initial encounter these spells will be used in. If I recall correctly, vampires (and undead in general) can’t be healed by healing magic RAW. But maybe I could word it like a reverse Life Transference?
Lingering Injuries are an optional effect, which makes it difficult to bring in. But it's effect, the internal injury, is a fun touch to it.
Given it's a 4th level spell, I'd make it a straight up con save for the effect too, not with the failing more then 5. They take half damage on a save and still have their action/reaction. Fail, and they suffer the interal injury effect on their next turn.
And! Anyone can be healed by healing magic in 5e. There are spells however that mention specifically they don't heal undead/constructs. They could benefit from a spell like Vampiric Touch for example.
Blood Bond could be a lesser, ranged version of Vampiric Touch that acts like Witch Bolt. Level 2, deals say 2d6 necrotic. Takes a spell attack, concentration, and if the target leaves 60 feet it breaks. If it hits, you can use your action to deal 2d6 and heal.
Lingering Injuries are an optional effect, which makes it difficult to bring in. But it's effect, the internal injury, is a fun touch to it.
Given it's a 4th level spell, I'd make it a straight up con save for the effect too, not with the failing more then 5. They take half damage on a save and still have their action/reaction. Fail, and they suffer the interal injury effect on their next turn.
And! Anyone can be healed by healing magic in 5e. There are spells however that mention specifically they don't heal undead/constructs. They could benefit from a spell like Vampiric Touch for example.
Blood Bond could be a lesser, ranged version of Vampiric Touch that acts like Witch Bolt. Level 2, deals say 2d6 necrotic. Takes a spell attack, concentration, and if the target leaves 60 feet it breaks. If it hits, you can use your action to deal 2d6 and heal.
Or maybe 3d6? I'm not the best with spell damage.
Thanks again for all the help! I created a streamlined version of blood bond (now a self spell) that I think should work better. Check it out here! Also, your reference of vampiric touch inspired me to make an AOE spell, higher level damage and heal spell called Blood Drain! I'll be sharing the revised versions of Blood Puppet and Blood Boil soon.
If you're playing in a Curse of Strahd campaign with Braak, stop reading!
I'm creating some custom spells for my Curse of Strahd campaign. The intention is for some Strahd's wives to be more threatening than just Vampire Spawn. I got some inspiration from Sly Flourish's Vampires and decided that I wanted to make a few blood magic spells for the Wives and potentially Strahd to use. I want to get opinions on if A) these seem like fun spells and B) if they seem balanced and C) if any wording needs to be revised. If you have suggestions for any other spells I should create or know of homebrew spells that might interest me, let me know! Also, feel free to use these spells in your own campaign if you like them!
The spells are Blood Boil, Blood Puppet, and Blood Bond.
Please say that you'd call them hemocraft? I just love it
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Firstly, Blood Magic is always super fun.
Blood Boil doesn't show the longterm effects in the spell. Those, while they can be fun, can mess with players in a way they might not like. I'd like to see what they are before I can really give anything else on it. Damage is good.
Blood Puppet is fun. It doesn't paralyse the target, meaning they still have a turn on their own. But the person controlling the spell can make them hit an ally. That's really cool flavor and doesn't stop players from playing if they fail the saving throw. The damage shouldn't be there; it's already a powerful effect.
Blood Bond is way too powerful for a first level. While yes, they both have to fail a saving throw, if they do you'll start wiping out the party. Especially where they take double damage from an AoE damage.
The theme is nice. I'd change it to bonding between the caster and the enemy, where the caster is healed half the damage the enemy takes.
That's all I got for now.
Oh absolutely! I had to choose an existing school for the sake of dndbeyond, but I think they should really be in a school called hemocraft.
Oh absolutely! I had to choose an existing school for the sake of dndbeyond, but I think they should really be in a school called hemocraft.
Oops, I put the Internal Injury description in the condition section when creating the spell, but I guess it didn’t show up. Here’s the description (which I pulled from the DMG’s Lingering Injuries: Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing.
I’ll remove the damage on Blood Puppet.
Yeah, I honestly had no clue what level to make Blood Bond, but I think you bring up a fair point. If I removed the extra damage from the Ability modifier and the AOE part, would that make it more in line with a 1st level spell, or does it have enough utility that it’ll need to be at least a 2nd? My hope is that the targets having to be within 60ft for them to be damaged and that it’s concentration would balance it out a bit as well.
I thought about making Blood Bond a caster and target bond. However, I’m not sure if that would work for the initial encounter these spells will be used in. If I recall correctly, vampires (and undead in general) can’t be healed by healing magic RAW. But maybe I could word it like a reverse Life Transference?
Thank you so much for the advice!
Lingering Injuries are an optional effect, which makes it difficult to bring in. But it's effect, the internal injury, is a fun touch to it.
Given it's a 4th level spell, I'd make it a straight up con save for the effect too, not with the failing more then 5. They take half damage on a save and still have their action/reaction. Fail, and they suffer the interal injury effect on their next turn.
And! Anyone can be healed by healing magic in 5e. There are spells however that mention specifically they don't heal undead/constructs. They could benefit from a spell like Vampiric Touch for example.
Blood Bond could be a lesser, ranged version of Vampiric Touch that acts like Witch Bolt. Level 2, deals say 2d6 necrotic. Takes a spell attack, concentration, and if the target leaves 60 feet it breaks. If it hits, you can use your action to deal 2d6 and heal.
Or maybe 3d6? I'm not the best with spell damage.
Thanks again for all the help! I created a streamlined version of blood bond (now a self spell) that I think should work better. Check it out here! Also, your reference of vampiric touch inspired me to make an AOE spell, higher level damage and heal spell called Blood Drain! I'll be sharing the revised versions of Blood Puppet and Blood Boil soon.
I very much like these! Quick question about Blood Drain, it's half of whatever you rolled right? Or is it half of all damage to each creature?
It's half rolled. I'd clarify the wording there!