Base Class: Sorcerer
Blood Mages are shunned from all schools of magic, for they are usually consumed by the raw power that life forces can provide. Even the School of Necromancy fears these Blood Mages, for they are unpredictable and immensely powerful.
Blood Siphon
You do not use spell slots. You instead sacrifice your own health to empower your spells. You must supply your own blood as an additional material for the spells, however, using the subtle metamagic does not reveal the spell for spells lacking other material components (You must provide the blood material in secret to avoid detection). You cannot use blood of other beings to power your spells and you must provide other materials as required by the spell. You may use a spellcasting focus for these materials. Your spells siphon health equal to the spell's level as follows (upcasting uses the health associated with the spell level listed below):
Levels 1 and 2 use the spell level times 3 to cast (Ex. A level 2 spell costs 6 hp to cast).
Level 3 spells use the spell level times 4 to cast (Ex. A level 3 spell costs 12 hp to cast).
Levels 4 and 5 use the spell level times 5 to cast (Ex. A level 5 spell costs 25 hp to cast).
Level 6 spells use the spell level times 6 to cast (Ex. A level 6 spell costs 36 hp to cast).
Level 7 spells use the spell level times 8 to cast (Ex. A level 7 spell costs 56 hp to cast).
Level 8 spells use the spell level times 9 to cast (Ex. A level 8 spell costs 72 hp to cast).
Level 9 spells use the spell level times 11 to cast (Ex. A level 9 spell costs 99 hp to cast).
You cannot prevent or redirect this loss of life, it is not reduced by resistance, and temporary hp is not effected by this loss of health as it affects your health total directly.
You may empower your spells through metamagic as usual and you gain metamagic at the same levels as a normal Sorcerer. You may also sacrifice your health to regain sorcery points as a bonus action using the following chart (you may not sacrifice sorcery points to regain health):
3 hp ------> 1 Sorcery Point
6 hp ------> 2 Sorcery Points
9 hp ------> 3 Sorcery Points
17 hp ------> 5 Sorcery Points
25 hp ------> 7 Sorcery Points
Blood Sacrifice
You gain the ability to siphon life from other creatures you damage with your spells and use the blood already on the battlefield to cast spells.
While you are below 50% of your total life and above 25% (rounded to the nearest whole life) your spells cost half what they would normally and heal you for 50% of the damage dealt.
While you are at or below 25% health (rounded to the nearest whole life) your spells cost no life and you heal for 100% of the damage dealt.
You may only cast one non-damaging spell for free each time you go below 25% health.
Blood Spells
You know additional spells not normally added to your class with certain drawbacks and benefits.
You know the Cure Wounds spell, however it costs double health to cast.
You know the Vampiric Touch spell and it costs half health to cast.
Blood Thrall
Level 6. When a creature dies within 30 feet of you you may reanimate it as a Blood Thrall (it uses the Zombie statblock) with a few differences. It starts with only 10 health, it loses 5 hp at the end of each of its turns, and it does not have the "Undead Fortitude" feature. It takes its turn in the initiative order directly after yours. You may use this feature a number of times equal to your Proficiency bonus and regain all expended uses after completing a long rest.
As you level up as a Blood Mage your Blood Thralls get more powerful. At Blood Mage level 9 they start with 15 hp, at Blood Mage level 13 they start with 20, and at Blood Mage level 17 they start with 25 hp.
Blood Sense
Level 14. Your knowledge of blood magics allow you to sense the presence of blood in the vicinity. You cannot be surprised by a creature of flesh and blood. Additionally, as an action you can focus this Blood Sense to know the number of creatures of flesh and blood within 100 feet of you. This ability is able to sense the number of creatures but not the creature types. This ability is able to sense enemies through walls as well, however you only know their rough location (within 30 feet) at dm discretion.
Blood Mist
Level 18. You gain the ability to turn into a fine mist of blood. As a bonus action you can spend 7 sorcery points to turn into a fine blood mist. While in this form you retain the ability to cast spells and may ignore the material component (provided it doesn't have a gold cost associated with it), have resistance to all damage, gain a flying speed of 30 feet, and can hover.
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Posted May 28, 2021Note: You have to use the health to cast spells manually still, ignoring all spell slots, as there is no way to apply it for spell casting.
I have removed the restriction of the Tough feat because there is strategy in both having high health and having low health (high means you can cast more spells, low means you get to cast more for free). Both strategies have different benefits and detriments and both involve strategy and that was the whole goal for this build.