Base Class: Wizard
- The elf looks at one of the other magicians - Is it enough Yehaan?
- I can work with what was presented, positive, Lady Den Braawvl. - A male voice speaks under the mask.
- Well, to work then.
The masked man takes a crystal orb out of a bag and begins to utter spells. A dizzying wave hits the prisoner's nerves when his vision begins to tire. The purple ball orb glows radiant and the masked magician drop it on the ground. It shatters and what appears to be a wave of memories flows into his head. He staggers but maintains the formal composure with which he presented himself. He turns his covered face to the Lady and speaks.
- I already know exactly everything that happened here, we can go back and report to the pentagram board.
Lady Den Braawvl's masked face turns towards the prisoner and the sparkling eyes take on more color when arcane runes dance across the steel surface of the mask.
- Listen, prisoner, you didn't see any witches escape. Lord Vaevermán was murdered by a group of militant anti-empire terrorists after finishing his job with exceptional mastery. He would leave the next day if the fight did not happen. He fought bravely to the last breath, was taken by surprise and for not wearing the Academy's armor he ended up not resisting the injury. Terrorists murdered all soldiers without exception, spreading anti-imperialist messages in the most cruel ways possible. You go to Eldrwin and tell the authorities exactly that story. Only then will they come to investigate and hunt down the terrorists you will describe in detail.
She starts whispering, so that the confused prisioner doesn't listen, to the other wizard
- And you, Yehaan, start the report on exactly what happened immediately.
Some Blood Hunters choose the beast's path, they go hunting with their trusty blades or their ravenous claws and often forget that the powerful gift they've been given has so much potential. In Verthen, Nenderia, just another planet in the multiverse, the Enverlúce Academy of Arcana has explored the bounderies of the Blood Magic and select a few of their prospects to undergo a modified, more honed, Hunter's Bane ritual to properly control this yet unexplored field of study. The resulting batch of mages was dubbed "The Sanguine Article" and used in very select missions across the continent requiring very select talents.
Sanguine Mastery
2nd-level Blood Magic feature
At 2nd level, you gain the ability to channel a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the Blood Hunter class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, and 14th level.
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by spending one spell slot. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 10th level you can use it three times between rests, and at 14th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.
Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.
Blood Kill
2nd-level Blood Magic feature
You have learned to shape the blood that's spilling out of the living and use it in your favor. Whenever you hit a creature, that's not an undead, and it has less than half it's full Hit Points with an spell that requires an attack roll, you can use your bonus action to add 1d6 necrotic damage to the damage roll.
Scarlet Knowledge
6th-level Blood Magic feature
After damaging a creature that have less than half it's hit points, that's not an undead, with an attack spell you can spent one spell slot to acquire information about your foe. You can choose to know one of the following: Resistances, Vulnerabilities or Immunities of the damaged creature.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Hematic Focus
10th-level Blood Magic feature
When you reach 10th level, as an action, you can use the spilled blood, that you can see, of any creature killed in the last 10 minutes, that's not an undead, as a kind of focus to your magic and cast any spell, without spending spell slots, that you know of half the level or Critical Rating of the deceased creature from the position where it was slain (Maximum spell level of 9)
For creatures of CR 1 or lower, you can only cast cantrips from that position.
System Shock
14th-level Blood Magic feature
As an action, when a creature, that you can see, is within one-fourth of it's total Hit Points, and it's not an undead, you can cause it's blood to leave faster, possibly causing a multiple organ failure. The targeted creature must succeed a Constitution Saving Throw against your hemocraft DC or gain, at the beggining it's turn, one level of exhaustion, it can repeat the saving throw at the beggining of each of it's turns. The curse only ends if the creature dies of exhaustion or, eventually, resist the saving throw. Once you use this feature, you can only use again after a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/23/2020 12:32:51 AM
|
2
|
0
|
0.1
|
Coming Soon
|
|
|
6/23/2020 12:39:42 AM
|
7
|
0
|
--
|
Coming Soon
|
|
|
6/23/2020 12:41:37 AM
|
1
|
0
|
--
|
Coming Soon
|