Level
1st
Casting Time
1 Bonus Action
Range/Area
Self
Components
S, M *
Duration
Until Dispelled
School
Enchantment
Attack/Save
None
Damage/Effect
Buff (...)

Blood swirls around you, then clinging to your body. giving you a boost to your Armor Class. Upon activating, you take 1d6 damage. Your base AC becomes 15 + your Wisdom/Constitution modifier. The spell ends if you don armor or if you dismiss the spell.

Your Blood Magic has increased your ability to protect yourself in tight situations. Blood Armor is a powerful suit of armor made from your blood magic. It takes a significant amount of Life Essence to create and use, but makes the wearer nearly invulnerable. This Armor gives you a boost to your Armor Class (AC). As you level up, you armor will increase too. This feature gives you a +1d8 in AC at the start of battle. The bonus wears off if you dispell it, or you are no longer in combat. 

Important Note: If you use, or will use, the Spell Blood Sprite, your Blood Armor will surround only the parts around the Tattoo. Leaving some area exposed to attacks. Enemies that use piercing attacks, will be able to roll to see if they hit this exposed area.

At Higher Levels:  At 5th Level, your are able to call upon your Blood Armor and will grant a +1d10 boost to your AC.

At Higher Levels: At 7th Level, your Blood Armor seemingly takes on a shape, almost as if its alive. To use your Blood Armor, you will need to succeed a DC13 +Con Modifier to use Blood Armor. If you fail this check, Blood Armor not only fails, but you take 1d6 psychic damage.

At Higher Levels: At 10th Level, you are scared of using you Blood Armor, but must protect yourself. You will gives you a +4 to your roll to activate Blood Armor. If you succeed this roll, you will gain a +1d12 boost to your AC. However, this time, your Blood Armor takes on the form of a Red Dragon like Armor. Its no longer dripping blood, but acts like Red Energy flowing from the Ground Up. 

At Higher Levels: At 15th Level, your Blood Magic skill has increased along with your will. Now when you successfully use Blood Armor you will get a +1d12 AC, and a +5 on checks involving blood based attacks or weapons. Your Blood Armor has hardened into actual armor, and appears like a dragon protecting you. Your Blood Armor will now allow the Blood Sprite to leave your body without any interfierence. 

At Higher Levels: At 20th Level, your Blood Armor is now fully under your control. Offers a 2d12 to your Armor Class. However you take 2d6 damage to activate. 

* - (Blood Offering from the caster)

Spell Tags: Buff Utility Combat Warding

Available For: Blood Hunter - Order of the Profane Soul

Kilagharrah

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