Warlock
Base Class: Warlock

Wielding a book of spells and a ceremonial dagger the blood mage cuts itself to draw blood taking damage in lieu of spell slots. These warlocks draw their pacts with gods of death, many tormented and tricked into working with them. Those who can stand up to the torment and torture of the gods become powerful however they must give up a piece of themselves; their blood. The death gods whisper to them, through their dreams they demand sacrifices, those of neutral alignment may give up themselves, those of evil may give up others.

Blood mages must be a race that has blood and has the ability to choose a non-good alignment and must worship a death domain god.

Hemorrhage

Enemy bleeds out taking 1d4 damage a turn unless they can pass a dc10 +con test this damage increases per the Blood Mage level doing 2d4 damage at level 8, 3d4 damage at level 11, 4d4 damage at level 15, 5d4 damage at level 18 and 6d4 damage at level 20

Blood Minion

Giving a dead creature its own health forces equal a number of d6's equal to half the blood mage level rounded down. The creature is under the mage's control for 24 hours or until it dies. The creature has no memory and cannot speak. The creatures health is equal to the health sacrificed by the blood mage and cannot exceed the creatures original health pool. The minion's stats are equal to that of the creature before it died. during combat, the mage can use a bonus action to either move or attack, the attack damage is equal to that of the creatures attack. any damage done by the minion counts as damage done by the blood mage.

Blood Casting

For 1d6 the blood mage can cast level 1 spells the amount of d6 rolled increases directly with the spell level, so a spell level 3 spell costs 3d6 damage. If a creature takes piercing damage from the blood mage, the mage can retain the blood to cast 1 spell at a spell level of the damage/6 rounded down as an action on the following turn. To cast a spell the mage must already know the spell, have it prepared, and have transferred it into their spell book.

ex. doing 6 blood damage lets the mage cast 1 level on spell, doing 4 damage does not let the mage cast a spell of level 1

Blood Sack

the blood mage can store a spell growing at 1 spell level per round by taking 1d6 damage per level cast. The mage can instead cast blood skin by slicing a hole in the sack covering them in their own blood increasing their armor class by 1 per the sack's level. When in the blood skin state a blood mage can cast a spell at a spell level equal to the blood sacks level popped to cast blood skin, doing so ends the spell and returns them to the normal state. When in blood skin the mage gains two "daggers of blood" along with proficiency with daggers if they do not already have Proficiency. Melee damage against an enemy with the daggers does the standard damage for daggers but also does 1d6 additional piercing damage. The spell lasts 5 minuets or till a spell is cast by the blood mage.

Improved blood cast

The mage now takes a d4 per spell level, any physical damage done by the blood mage to a creature can be used to cast a spell at level 1 as a bonus action on the same turn.

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