Base Class: Sorcerer
Long ago, in the throngs of forgotten lore there was a cult of Wizards known as the Ruby Assembly. This group of Wizards studied the ways and rituals of Blood magic, learning and training themselves to become masters over not only their blood but those of others.
During a great ritual the Ruby Adonis and Ruby Athena mated during a blood ritual and the result was their daughter Olivia. She was to become the first Blood Magus ever for she was born as all Sorcerers with strange abilities to control and manipulate not only magical energies but the magical energies that reside within something she called, the Blood Essence. From then she left the Wizard holds and found a Sorcerer mate and began to slowly bred the Origin into form. It is also thought that not only was this Origin one created by blood mating but also brought on by Warlocks whos Patron gods have punished them, stripping away their magical pacts leaving the Warlocks but a shell. Their blood still infused by the Blood Essence and Arcane power allows these once abandoned souls to remake themselves as Blood Magus. Into powerfully dark Sorcerers who understand the power of blood.
The Blood Magus is often a hunted creature as it uses an Arcane focus of blood it is often thought to be a practicing Vampire when they are in fact not blood drinkers at all. They have to protect themselves learned to handle themselves with the crafty Whip to keep their enemies at bay while also learning to channel their magic through Leather armor. This is typically because they often smear their armor with blood to allow themselves to project their magic through their arcane focus of blood.
Blood Energy
The Blood Magus also gain a Proficiency with whips and Leather Armor due to their training with such items.
Advantage on all CON based Saves.
The Blood Magus can sacrifice 5 Non-Temporary hit points (Per spell level) to create a Blood Energy point. Blood Energy lasts until you have either expended it or taken a long rest. The Blood Energy can be created with a Bonus Action. The Blood Magus has Blood Energy equal to double their CON modifier.
By expending a Blood Energy point, The Magus can regain a previously cast spell in order to recast it. It cost 1 Blood Energy point for each spell level regained.
By expending a Blood Energy point, the Magus can also restore 5 lost hit points to themselves or any other humanoid the Blood is smeared onto.
Thicker than Water
At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Death Knell
At 6th level and higher, a blood magus has the ability to use death knell as the spell once per day.
Blood Channeling
At 6th level, Blood Channeling - The Magus can drain Sorcery Points into Blood Energy or Blood Energy Points into Sorcery Points.
At 6th level, Blood Metamagic - The Magus uses a Metamagic ability by expending 2 Blood Energy points.
Infusion
Upon reaching 6th level, a blood magus prepares a special one-time distillation of his own blood. After partaking of the infusion, he gains a 2-point increase to his Constitution score.
Blood Scythe
At 14th level, Blood Scythe-
The Blood Magus can use a Reaction ability to make a Distance attack (up to 120 feet) against any damaged blood based creature/entity. The Blood Magus can elect to expend a spell slot to pull 10 Hit Points of Blood (per spell slot used) converting the drained blood from the target into Blood Energy points that appear in the Blood Magus hand (1 per Spell slot used). These Blood Energy points can then be used normally.
Example: A Giant is hit by a fighter for 25 damage and the Blood Magus uses their reaction to use their Blood Scythe attack. They roll a successful distance attack and elect to sacrifice a 3rd level spell slot and inflict 30 damage to the Giant of which they will gain 3 Blood Energy points to use at a later period.
Blood Walk
Starting at 14th level, once per short rest you can use 15 feet of your movement to step magically into one creature within your reach and emerge from a second creature you can see within 60 feet of the first creature, appearing in an unoccupied space within 5 feet of the second creature. Both creatures must be bigger than you or of equal size. This movement does not provoke Opportunity Attacks.
Entering and exiting a creature is painless unless a blood magus wishes otherwise (see below). In most cases, though, the destination creature finds being the endpoint of a magical portal surprising and quite unsettling.
If he desires, a blood magus can attempt to make a bloody exit from the destination creature. He bursts forth explosively from the creature's body, dealing 10d6 points of damage unless the creature makes a CON save. Successful saves take half-damage. When he makes a bloody exit, a blood magus must succeed on a DC 15 CON save or be stunned for 1 round
Constructs, elementals, and undead are immune to the effects of Bloodwalk.
Blood Control
At 18th level, Blood Control-
Any wound seals immediately and if reduced to 0 hit points will be restored to 1 hit point as long as they have at least 1 Blood Energy Point in their pool.
They add Slashing (edged) to all their spell descriptors and are able to inflict damage of 1 point per spell level with all spells cast. This damage continues until it is magically healed or the victim reaches 0 Hit Points. This effect can be resisted by a CON save. It will not affect creatures that have no blood (Undead, Constructs etc).
They become immune to non-magical weapons with the Slashing descriptor and take ½ damage from magical ones. Claw and Bite attacks from non-magical Creatures/normal Beasts they are immune to and Magical Creatures or Magical Beasts will do ½ damage with their Claws and Bite based attacks.
The Blood Magus now doubles all bonuses from CON and now doubles their CON saving throw bonus.
Example: Con score of 18 is normally +4 to Saves and to Hit Point adjustments and it is now +8 for both when the Blood Magus reaches this origin.
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