Base Class: Wizard
A Bloodsmith is a Wizard focused on the Combat sphere due to their ability to manipulate rolls and get the most out of their spells, however most Bloodsmiths can contribute to the Social pillar by contributing knowledge skills like other wizards. Bloodsmiths are generally loners as their studies are inherently dangerous to their friends, though some strike up friendships and partnerships with others who seek out knowledge or lost secrets. While a Bloodsmith may choose to use the knowledge they find in whatever way they choose, heroic Bloodsmiths may seek out knowledge to solve problems, vindicate those smeared by history, or prove the truth of magical theories. A Bloodsmith excels sturdy companions to serve as a frontline for their magic to augment, and they excel at improving high damage classes, like Rogues or Paladins, consistency.
Play a Bloodsmith if...
- You want to strike out to learn the truth or pilfer secrets.
- You want to push your luck with high risk to reward magic.
- You are willing to pay a steep cost for access to powers not normally available to the Wizard.
- You imagine your Wizard as a freethinker or daring adventurer.
Building a Bloodsmith: Like all Wizards, a Bloodsmith's primary spell casting statistic is Intelligence. However, Bloodsmiths also rely on their Wisdom to avoid being noticed by the Blood Lord and should not neglect that stat, and all heroes can benefit from Constitution. The majority of the skills you are likely to choose as a Wizard also benefit from Intelligence, and since your Wisdom may be higher than average, look to including Insight or Perception among your skills.
Blood Scepter
Starting at 2nd level, after a Long Rest, you may spend Hit Points equal to the highest level spell you can cast. If you do, you create a Blood Focus, which is fashioned to appear as a blood red ruby scepter. You may use this scepter as a Club with which you are proficient with and as an Arcane focus for your spells. The Blood Scepter is treated as Magic for purposes of overcoming resistances and treated as a magic club if used by any other creature; they are not automatically proficient with it as you are.
In addition, you gain the following Reactions so long as you hold the Blood Scepter:
- Whenever a friendly creature takes damage, you may use your reaction to destroy your Blood Scepter to magically infuse the blood used to create the scepter into the target. If the creature would be killed by massive damage or an effect that causes death instantly, the creature is not. In addition, immediately heal the target a number of Hit Points equal to twice the Hit Points used to create the Blood Scepter.
- Whenever you or a friendly creature would gain the notice of the Blood Lord, you may redirect that effect by destroying your Blood Scepter and targeting a hostile creature you can see. That creature makes a Saving Throw (Constitution) against your Spell Save DC (8 + INT Mod + Proficiency). If they fail, they take Necrotic damage equal to the double the amount of Hit Points you used to create the Blood Scepter. If they succeed, you still negate being noticed by the Blood Lord.
Pilfering Secrets
Whenever you cast a spell of 1st Level or higher, you may attempt to use the secrets you have learned from the forbidden study of the Blood Lord's lost arts. Make a Saving Throw (Wisdom) against your Spell Save DC. If you fail, you are noticed by the Blood Lord. Either way, choose one of the following effects:
- You have advantage on damage dealt by the spell you cast and add your Proficiency and the Spell Level to the total damage done. If a spell hits multiple targets, you may only add your Proficiency and the Spell Level damage to one creature.
- If a spell targets a friendly creature, that creature may elect to be Noticed by the Blood Lord and begin concentrating on that spell instead of you.
Being Noticed: Each time a creature is Noticed by the Blood Lord, when reduced to zero hit points, that creature automatically suffers a single failed Death Saving Throw per time it had been noticed since the creature's last Long Rest. The creature also immediately takes Psychic damage equal to your Intelligence Modifier. This damage bypasses Temporary Hit Points and cannot be reduced in any way. In addition, you gain the Notice of the Blood Lord for any of the other following reasons:
- Whenever you cast a Divination spell, you must make a saving throw as though you were Pilfering Secrets.
- Whenever you would roll doubles due to advantage offered by your Blood Scepter or Pilfering Secrets.
- Creatures who are concentrating on a spell due to your Pilfering Secrets ability are noticed whenever they roll doubles on any roll (including if they would roll multiple dice for damage, such as with Sneak Attack or a Greatsword.)
- If a creature is killed with your Blood Scepter, the creature carrying the Blood Scepter must immediately make a Saving Throw (Wisdom) against your Spell Save DC; on a failure, the creature is noticed.
Improved Secret Mastery
You always have Advantage on Saving Throws to avoid being noticed by the Blood Lord, and you may use your Reaction to give a friendly creature Advantage on Saving Throws to avoid being noticed or to grant a Saving Throw (Wisdom) to avoid being noticed where one would normally not be allowed. The Save DC is your Spell Save DC.
Secrets of the Blood Forge
When you gain this feature at 10th level and whenever you gain a new Spell Level (11th, 13th, 15th, and 17th levels), you may elect to not gain Hit Points at those levels. If you make this choice, you may add a spell to your Spellbook from another class's spell list instead of from the Wizard spell list; you may always scribe this spell into a new spell book that you obtain, but only you can understand and replicate this as a Wizard spell.
Secrets of Life and Death
Starting at 14th level, when you would die, instead you are noticed by the Blood Lord and cheat death. You may expend any one spell slot as though you had cast a spell, and gain d6 Hit Points per level of spell slot used plus your Constitution Modifier. Until your next turn, attacks against you have Disadvantage and you have Advantage on any Saving Throw made. Once you have used this ability, you may not use it again until you complete a long rest.
You may not remove this instance of being noticed by the Blood Lord except by using Remove Curse.







Comments