Base Class: Wizard
Nothing inspires as much wild-eyed terror as the Blood Mage. Mages of this type take the raw energy of life and twist it to their own purposes. They can corrupt and control, and sustain their power by consuming the health of others, willing or not. The effects can be vile, but this specialization isn't limited to madmen and monsters. Many see it as the only form of magic that is truly free, because it's tied to the physical, not favors to spirits or demons. It remains an undeniably violent and self-destructive discipline, however, the Blood Mage must be careful. The temptation to take just a little more is always there.
Blood Mage
Starting when you choose this school at 2nd level, you are able to utilize the blood in your enemies and yourself and weaponize them.
Starting at 6th level you are able to further weaponize the blood in your enemies and learn Bloodlust abilities to enhance your Blood Magic. You can only use one Bloodlust ability per attack.
You learn one additional Bloodlust ability at 10th, and 14th level. Each time you learn a Bloodlust ability, you can also replace one of the ones you've already learned before.
Blood Splatter
When a Blood Slave dies, it explodes in a shower of gore dealing 3d6 necrotic damage all nearby enemies.
Grim Sacrifice
The mage now gains 2d6 health more than the party member loses. If the spell causes the ally to fall the blood mage gains 3d6 even more health.
One Foot In
Grave Robber now drains 1d6 of health from living enemies as well, using that energy to heal the mage by 1d4. Creatures without blood are immune.
Paralyzing Hemorrhage
The Blood Mage now corrupts the blood of their enemies with more vigor, causing everyone in a targeted area to take 2d6 necrotic damage. Every creature in a space must make a CON saving throw or be paralyzed until their next turn.
Blood Trance
Starting at 2nd level as a bonus action the blood mage can enter a blood trance. For each spell successfully cast the blood mage rolls an additional 1d4 and adds the number rolled to the damage and also takes that much damage. This increases to a d6 at level 4, a d8 at level 6, etc etc. Once activated the blood mage must take an action to leave the trance.
Grave Robber
Starting at 2nd level the blood mage has learned to siphon life from recently killed enemies. If a creature has died this turn the blood mage may roll a d4 as a reaction and regain that much HP.
At Higher Levels - This die increases to a d6 at level 4, a d8 at level 6, a d10 at level 10, and a d12 at level 14
Hemorrhage
This spell corrupts the blood of all foes in the targeted area, inflicting damage over a short duration without regard for enemy armor or damage resistance. Creatures without blood are immune.This spell corrupts the blood of all foes in the targeted area, inflicting 1d12 necrotic damage over a short duration without regard for enemy armor or damage resistance as long as they are in the area. All creatures inside the area have the movement halved. Creatures without blood are immune. Must be in Blood Trance to use.
Absorption
Starting at 6th level the blood mage has learned to absorb the blood of others and use it as their own life force. If any enemy has taken damage this round the blood mage may roll a d6 as a bonus action and gain half as much HP. They can only use this once per round. Must be in Blood Trance to use.
At Higher Levels - This die increases to a d8 at level 10, and a d10 at level 14
Blood Corruption
Starting at 10th level the blood mage has learned to use the blood of their enemies against them. As a bonus action the blood mage can force a target enemy to make a con saving throw. The enemy takes 1d12 necrotic damage and on a failed con save is paralyzed until their next turn. If the enemy succeeds they only take half damage. The blood mage may use this as a reaction if the enemy was wounded this turn. If the blood mage uses this as a reaction they take 1d6 damage. Must be in Blood Trance to use.
Blood Slave
Starting at 10th level the blood mage has learned to truly manipulate their enemies. An enemy of the blood mage's choice must make a con saving throw. On a failed save the enemy is under the control of the blood mage and makes any one action of their choice for a turn. If they succeed the save they instead take 1d12 necrotic damage and the blood mage takes 1d8 damage. Must be in Blood Trance to use.
Blood Master
Starting at 14th level the blood mage has gained true mastery over their craft. The damage incurred by using their blood magic is reduced by half. The blood mage can also use their own life instead of spell slots. If a blood mage is out of spell slots they may cast a spell by sacrificing life equal to twice the level of the spell used.
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