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View Full Version : D&D 5e/Next New 5e Class: Sangromancer (Bloodlines under Construction!)



Korasyl
2015-10-24, 04:57 PM
Sangromancer:


As this is listed, this Class will be starting out as a Beta. Knowing that Blood Magic is EXTREMELY OP, it may take a while to balance out this Class. (Let alone build it!)

Special Thanks goes to:
Ninja_Prawn for their astounding creativity on the Spells.

Cassious
Flashy
JNAProductions

For their support and ideas on how to better build this class!




Player Level
Proficiency Bonus
Features
Vitae
Cantrips Known
1st Level Known
2nd Level Known
3rd Level Known
4th Level Known
5th Level Known
6th Level Known
7th Level Known
8th Level Known
9th Level Known


1
+2
Spellcasting, Vitae
2
2
2
-
-
-
-
-
-
-
-


2
+2
Bloodline Trait
2
2
3
-
-
-
-
-
-
-
-


3
+2
Sanguine Amplifier
4
2
4
2
-
-
-
-
-
-
-


4
+2
Ability Score Improvement
4
3
4
3
-
-
-
-
-
-
-


5
+3
-
6
3
4
3
2
-
-
-
-
-
-


6
+3
Bloodline Trait
6
3
4
3
3
-
-
-
-
-
-


7
+3
-
8
3
4
3
3
1
-
-
-
-
-


8
+3
Ability Score Improvement
8
3
4
3
3
2
-
-
-
-
-


9
+4
-
10
3
4
3
3
3
1
-
-
-
-


10
+4
Sanguine Amplifier
10
4
4
3
3
3
2
-
-
-
-


11
+4
-
12
4
4
3
3
3
2
1
-
-
-


12
+4
Ability Score Improvement, Bloodline Trait
12
4
4
3
3
3
2
1
-
-
-


13
+5
-
14
4
4
3
3
3
2
1
1
-
-


14
+5
-
14
4
4
3
3
3
2
1
1
-
-


15
+5
-
16
4
4
3
3
3
2
1
1
1
-


16
+5
Ability Score Improvement
16
4
4
3
3
3
2
1
1
1
-


17
+6
Sanguine Amplifier
18
4
4
3
3
3
2
1
1
1
1


18
+6
Bloodline Trait
18
4
4
3
3
3
3
1
1
1
1


19
+6
Ability Score Improvement
20
4
4
3
3
3
3
2
1
1
1


20
+6
Crimson Virtue
20
4
4
3
3
3
3
2
2
1
1




As a Sangromancer, you gain the following Class Features:


HIT POINTS:

Hit Die: 1d6 per Sangromancer Level

Hit Points at 1st Level: 6 + CON Modifier

Hit Points at Higher Levels: 1d6(4) + CON Modifier


PROFICIENCIES:

Armor: Light Armor

Weapons: Simple Weapons, Light Crossbows, Rapiers, Shortswords

Tools: Healers' Kit

Saving Throws: Dexterity, Charisma

Skills: Choose two from Arcana, Animal Handling, Deception, Insight, Perception, Persuasion, and Performance


EQUIPMENT:
You start with the following equipment, in addition to the equipment gained by your background:


- (A) Light Crossbow with 20 Bolts or (B) a Rapier
- (A) A Shortsword or (B) any Simple Weapon
- (A) a Dungeoneer's Pack or (B) an Explorer's Pack
- Leather Armor and a Sacrificial Kris (Dagger)





A gruesome event that drenched you in the blood of your loved ones has awakened your dark power.
This feeling of dread, wherever it originated, fuels your spells.


CANTRIPS:
At 1st level, you know two Cantrips of your choice from the Sangromancer Spell List.
You learn additional Sangromancer Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sangromancer Table.


SPELLS:
The Sangromancer, unlike other Spellcasting Classes, does not use Spell Slots.
Instead, they use what is called Vitae Motes.
To cast one of these Sangromancer Spells, you must expend a number of Vitae Motes equal to the Spell's Casting Level. You may cast a Spell at a higher Casting Level, if able to do so.
For example, if you know the 1st Level Spell Splice Wound and have 2 Vitae Motes available, you can cast Splice Wound as a 2nd Level Spell by spending 2 Vitae Motes.


SPELLS KNOWN OF 1ST LEVEL AND HIGHER:
You know two 1st Level Spells of your choice from the Sangromancer Spell List.
Each Level Known column of the Sangromancer Table represents how many Spells of that Level that you know.
Each of these spells must be of a Level that you can access.
For instance, when you reach 3rd Level in this class, you know a total of 4 1st Level Spells, and 2 2nd Level Spells.
Additionally, when you gain a Level in this class, you can choose one of the Sangromancer Spells you know and replace it with another spell from the Sangromancer Spell List, which also must be of a Level that you can access.


SPELLCASTING ABILITY:
Charisma is your Spellcasting Ability for your Sangromancer spells, since the power of your magic relies on your ability to draw your own blood.
You use your Charisma whenever a spell refers to your Spellcasting Ability.
In addition, you use your Charisma Modifier when setting the Saving Throw DC for a Sangromancer spell you cast and when making an Attack Roll with one.

Spell Save DC = 8 + your Proficiency Bonus + your Charisma Modifier
Spell Attack Modifier = your Proficiency Bonus + your Charisma Modifier


SPELLCASTING FOCUS:
Since Sangromancy requires the use of your own blood, an Arcane Focus is not required.




At 2nd Level, the blood of your ancestors becomes intertwined with your magic, augmenting various aspects of your magical capacity.
Choose a Bloodline, which describes the source of your dark, magical power: Blood of the Hero, Blood of the Wise, or Blood of the Guile, all detailed below.
Your choice grants you bonuses and abilities depending on which Bloodline you choose at 2nd Level. You gain additional bonuses and abilities for that Bloodline again at 6th, 12th, and 18th Level.

THIS FEATURE IS UNDER CONSTRUCTION! THE PYLONS WERE FAULTY.





As a Sangromancer, your body naturally builds up a set amount of blood for you to fuel your spells, without causing harm to yourself. This excess blood is known as Vitae Motes.

Vitae Motes:
At 1st Level, you are granted a maximum capacity of 2 Vitae Mote. Your maximum capacity increases as you reach higher levels.
You can never have more Vitae Motes than shown on the Sangromancer Table for your level.
You regain all spent Vitae Motes when you finish a Long Rest.


Dark Fueling:
You are able to regain Vitae Motes by harming yourself, or can use Vitae Motes to heal your wounds.
You learn other ways to regain and use Vitae Motes depending on which Bloodline you choose.

Creating Vitae Motes:
You can transform your own Hit Points into Vitae Motes, allowing you to cast more spells at the cost of reducing your max HP by the amount consumed. This effect will last until you finish a Long Rest.
I.E: If your max HP is 50, and you consume 10 HP to make 5 Vitae Motes, your max HP becomes 40 until you finish a Long Rest.
This can be done as a Bonus Action on your turn.

The Creating Vitae Motes Table shows the cost of gaining Vitae Motes.
You can gain no more than 5 Vitae Motes each time.




Hit Points
Vitae Motes


2 HP
1 Mote



4 HP
2 Motes


6 HP
3 Motes



8 HP
4 Motes


10 HP
5 Motes



Converting Vitae Motes to Hit Points:
As a Bonus Action on your turn, you can consume a number of Vitae, and gain HP equal to the amount consumed. This does not restore your Hit Point Max, but allows you to regain Hit Points up to your current Hit Point Max.

*Temporary HP cannot be used to create Vitae Motes.





Starting at 3rd Level, a Sangromancer has the ability to amplify their spells with additional properties by consuming more Vitae.
These properties can vary from one Sangromancer to another; It all depends on what suits their needs.
You gain the ability to choose 1 of these to learn starting at 3rd Level, then again at 10th Level, and once more at 17th Level.

The list of Sanguine Amplifiers is here:

Silent and Deadly
You don't feel the need to use words with a spell. By expending 1 additional Vitae Mote, remove component V from a spell's component list, if it requires it.


Too Much Effort
You don't feel the need to move closer to your target. By expending 1 additional Vitae Mote, you may double the range of a spell.
If the amplified spell is a Touch Spell, increase the range to 30 feet.


Power to Spare
You feel like a spell needs more.. Overkill. By expending 3 additional Vitae Motes, you may double the damage a spell deals. This will only work for single target, instantaneous spells of 5th-Level or below.


Time to Kill
You feel like you need this spell to last longer. By expending an additional 2 Vitae Motes, you may double the duration of a spell, to a max of 1 Year.
This will not affect any Instantaneous spells.


Not Enough Effort
You feel like one spell just isn't enough. By expending an additional 5 Vitae Motes, roll a d4. The number rolled is the number of times a spell is cast in rapid succession, to a max of 4 times. (Adding this effect to Slash, and rolling a 4, will cast Slash 4 times.)
This can only work for single target, instantaneous spells of 5th-Level or below.


(More Amplifiers will be added as time progresses.)






100 Cuts
9th-Level Evocation

Casting Time: 1 Action
Range: 30 feet
Components: S, M (An Enemy's Blood, drawn by a Sacrificial Dagger)
Duration: Instantaneous

You invoke a dreadful bane upon a creature whom you attacked with your dagger. After drawing a creature's blood with your Sacrificial Dagger, you place a drop of the blood upon your finger, and point it at the creature whom you struck, if they're in range. That creature must make a CON saving throw against your Spell Save DC. That creature takes 10d10+50 Slashing Damage on a failed save, or half as much on a successful save. If a creature dies by this spell, their limbs are severed off as they are cut into pieces by unknown means.


Bind Object
4th-Level Conjuration

Casting Time: 1 minute
Range: Touch
Components: V, S, M (an ounce of your own blood)
Duration: Permanent (until dispelled)

You touch a non-magical object weighing 10 pounds or less whose longest dimension is 3 feet or less, coating it with your blood. The spell binds that object to you, giving you some degree of control over it. You can dismiss the item, shunting it into an extradimensional space, at any time with no action required. If the item is in this pocket dimension, you may use an action to summon it into your hand(s).
You can have as many bound objects as you like, but you may only summon one per action. If you die, any objects bound to you are immediately released from this spell and ejected from their pocket dimension, re-appearing within 5 feet of your body.


Blood Arrow
3rd-Level Conjuration

Casting Time: 1 bonus action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You summon up a glob of blood and fire it at a target you can see withing range. Make a ranged spell attack against the target. On a hit, the target takes 4d10 piercing damage; on a miss the spell has no effect.


Bloodbend
2nd-Level Enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell level of 3rd level or higher, you can target one additional humanoid for each spell level above 2nd. The humanoids must be within 30 feet of each other when you target them.


Blood Whip
1st-Level Evocation

Casting Time: 1 Action
Range: 30 feet
Components: S, M (A vial of blood)
Duration: Concentration, up to 10 Minutes

You swing a vial of blood towards an enemy, causing a whip-like tendril of blood to lash out and grab hold of it. Make a ranged spell attack against a creature that you can see within range. On a successful hit, that creature takes 4d4 slashing damage, and is grappled by the tendril.
At the beginning of each of it's turn, the grappled creature takes 1d4 slashing damage. It can make a Strength saving throw against your spell save DC to break free from the tendril, and end the spell. Another creature can attempt a Strength saving throw against your spell save DC to free the grappled creature, and end the spell.
At higher levels. When you cast this spell using a spell level of 2nd level or higher, each damage increases by 1d4 for each spell level above 1st.


Boil Blood
8th-Level Transmutation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of blood and a pinch of ash)
Duration: Concentration, up to 1 minute

You cause the blood of one creature you can see within range to boil in its veins. The target must make a Constitution saving throw. It takes 7d4 fire and 7d4 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target's blood continues to boil for the spell’s duration, giving it disadvantage on all attack rolls. At the end of each of its turns, the target repeats the saving throw. It takes 3d4 fire and 3d4 necrotic damage on a failed save, and the spell ends on a successful one. The magical heat generated by this spell cannot be cooled by any means, though it can be dispelled.


Cerebral Bloodstorm
5th-Level Conjuration

Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a pickled brain)
Duration: Concentration, up to 10 minutes

You summon a huge, floating brain that emits a storm of red lighting and bloody rain in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within range. Each creature in the cylinder must make a Dexterity save, taking 8d6 lightning damage on a failure or half as much on a success.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the storm toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is inside the cylinder. On a hit, the target takes 4d6 lightning damage.
The cylinder is lightly obscured by rain for the duration of the spell, and any surfaces in the cylinder become slicked with blood, as per the Grease spell.


Curse of Binding
7th-Level Enchantment (ritual)

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a body part from the intended target, such as a finernail, a lock of hair, or a drop of blood)
Duration: Permanent (until dispelled)

You bind one creature or object to a location, cursing it so that it may never leave. Choose a target and a location within range, both of which you must be able to see. If the target is a creature, it must make a Charisma saving throw (a willing creature may choose to fail this save), or be permanently bound to the chosen location. The target may act and move around freely, as long as it remains within 20 feet of the point it is bound to. If the target begins its turn outside of this area, it must make a Strength saving throw against your spell save DC or be dragged 60 feet towards the point it was bound to.
In addition, if the creature attempts to teleport or use any other means of extraplanar travel, it must make another Charisma saving throw. On a failure the travel attempt fails and any resources used are wasted. On a success, the curse is suppressed until the creature returns to the plane on which it was bound, at which point the dragging effect resumes.
This spell can be broken only by Remove Curse spell or similar effects.


Crimson Blade
2nd-Level Conjuration

Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Concentration, up to 10 minutes

You call forth a spectral, floating red sword to protect you from your enemies. This sword moves of its own accord, slashing at anyone within 10 feet and attempting to parry their blows against you. When a creature first enters the area or starts its turn there, it must make a Dexterity saving throw or take 2d8 slashing damage (half on a successful save). In addition, you can add +1 to your AC against any attack made by a creature within the radius.
You may designate any number of creatures to be unaffected by this spell when you cast it.


Deadly Force
2nd-Level Evocation

Casting Time: 1 Action
Range: Varies
Components: S
Duration: Instantaneous

You will a massive portion of a creature's blood in any direction, causing various effects.
You may apply this spell in one of two ways:

Striking.You will the blood within your arm to add terrifying force to your attack. Upon casting this spell, make a melee attack roll using a melee weapon. On a successful attack roll, add 2d10(6) force damage to the overall damage.
Moving.You will the blood within a creature in any direction of your choosing. Choose a creature that you can see within 10 feet. That creature must make a CON saving throw against your spell save DC. On a failed save, that creature takes 1d10 force damage, and is shoved 10 feet in the direction you chose. On a successful save, that creature takes half damage, and is not moved. The creature is not moved if it is restrained, or is otherwise obstructed and unable to be moved.
You may target yourself with this effect. Upon doing so, make a CON saving throw against your own spell save DC. On a failed save, you take 1d10 force damage, and are shoved 10 feet in the direction you chose. On a successful save, you take half damage, but are still shoved. You cannot be moved by this spell if you are restrained, or otherwise obstructed and unable to be moved.


Exsanguinate
5th-Level Necromancy

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a sacrificial dagger)
Duration: Instantaneous

You drain vital fluids from a creature of your choice that you can see within range. The target must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. A creature that fails its save against this spell gains one level of exhaustion, to a maximum of three.
At higher levels. When you cast this spell using a spell level of 6th level or higher, the damage increases by 1d8 for each spell level above 5th.


Freeze Blood
Transmutation Cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You chill the blood of one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Infernal Contract
4th-Level Enchantment

Casting Time: 1 action
Range: Touch
Components: V, S, M (a vial of blood, which the spell consumes)
Duration: 30 days

This spell can be cast on any written contract that has been willingly signed between two creatures. The signatures must be written in blood (which becomes the material competent for the spell). If either creature breaches the contract, they immediately take 6d6 psychic damage, but no more than once per day. There is no restriction on the contents of the contract, and it is not necessary for either party to understand it for the spell to work.
This spell can be ended early by the Wish spell, or by casting Remove Curse on the contract document.
At higher levels. When you cast this spell using a spell level of 6th level or higher, the duration is 1 year. When you cast this spell using a spell level of 9th level, the spell lasts until it is ended by one of the spells mentioned above.


Iron Blood Transformation
3rd-Level Transmutation

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

This spell fortifies the caster's body, enabling them to ignore blows that would otherwise wound them. Your AC is equal to 10 + your Dexterity modifier + your Constitution modifier for the duration of the spell.


Kensington Gore
Illusion Cantrip

Casting Time: 1 action
Range: Self
Components: V, S, M (a drop of blood)
Duration: 10 minutes

You cover yourself in illusory gore, giving you a terrifying appearance. You have advantage on all Charisma (Intimidation) checks for the duration. In addition, if a creature with the Keen Smell trait is attempting to detect or track you by smell, it automatically succeeds - though it is unable to smell any other creatures within 60 feet of you.


Know Destiny
3rd-Level Divination (ritual)

Casting Time: 1 minute
Range: Self
Components: V, S, M (a vial of blood or a bone from the creature whose destiny you want to know, which the spell consumes)
Duration: Instantaneous

By casting a creatures blood and bones in accordance with ancient rituals, you receive knowledge about that creature's destiny. You may ask about one of the following subjects, which the DM must answer truthfully as outlined below.
The Gods. The spell reveals whether any of the Gods have a plan in mind for this creature, and tells you what their alignment(s) is/are.
Family. The spell reveals whether or not this creature will find a suitable partner, and how many children they will have.
Wealth. The spell reveals whether this creature will ever achieve their current objectives related to the obtaining of material objects. It does not tell you whether or not they will be satisfied.
The spell does not account for any extraordinary events that might change outcomes, such as untimely deaths or the actions of PCs.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.


Larloch's Minor Drain
Necromancy Cantrip

Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous

You drain life energy from a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. You then gain temporary hit points equal to half the amount of damage dealt. This spell has no effect on undead or constructs.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


Liquidate
9th-Level Necromancy

Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous

You point your finger at a creature you can see within range. The target must make a Constitution saving throw. It takes 20d12+70 acid damage on a failed save, or half as much on a success. A creature killed by this spell is reduced to an undifferentiated grey goo, and cannot be revived except via a True Resurrection or Wish spell.


Lueltar's Unerring Tracker
4th-Level Divination

Casting Time: 10 minutes
Range: Self
Components: V, S, M (an eyelash and a drop of blood from the intended target)
Duration: 1 day

You create a tiny compass using an eyelash and a drop of blood from the same creature, which then becomes the target for the spell. For the duration of the spell, this compass will always point in the direction of the target, regardless of how far away they are or any obstructions between you. The target need not be alive for this spell to work. If their body is located in multiple places, the compass will point to the most massive piece (or a random piece if they are of equal mass).
If the creature is on another plane of existence when the spell is cast, the spell fails and the vitae motes used are wasted. If the target leaves its current plane within the duration of the spell, the spell ends early.


Nosferatu's Tidal Wave
6th-Level Conjuration

Casting Time: 1 Action
Range:Self
Components: V, S, M (A flask of water with a drop of blood within)
Duration: Concentration, up to 3 Rounds

You fling the contents of the flask outwards, creating a wave of blood in front of you that races across the ground. This wave occupies a 10 foot cube. Any creature within the wave must succeed on a Dexterity saving throw, or take 4d8 force damage and be knocked prone. On a successful save, that creature takes only half damage, and does not become prone.
On your turn, you may move the wave up to 20 feet in any direction. Any objects that are not held in place, or items that are not being worn or carried are immediately picked up by the wave. If this happens, an extra 1d4 force damage is added for each object picked up within the wave, to a max of 6 objects. If there is a wall or object that cannot be passed by or moved, the wave stops its movement.
At higher levels. When you cast this spell using a spell level of 7th level or higher, the duration increases by 1 Round, and the damage increases by 1d8 for each spell level above 6th.

Purge Blood
1st-Level Abjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You touch a creature that is under the effects of the poisoned condition. That condition immediately ends.


Re-Balance Humours
2nd-Level Enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You change the balance of a person's bodily humours, thereby changing their temperament. Choose one humanoid you can see within range. They must make a Constitution saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following four moods.
Sanguine. The target becomes sociable and carefree. It regards everyone it encounters as a friendly acquaintance. This optimism ends if the target is attacked or harmed by a spell or if it witnesses anyone else being harmed.
Choleric. You imbue the target with energy and passion, enabling it to overcome doubt and fear. Any effect causing a target to be charmed or frightened is suppressed. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Melancholic. The target becomes cautious and suspicious. It regards everyone it meets as a potentially-hostile threat and may become unwilling to follow orders/instructions from its allies.
Phlegmatic. You increase the target's patience and tolerance, causing it to become more peaceful. It becomes indifferent about creatures of your choice that it was previously hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.
When the spell ends, the creature returns to its normal mental state, unless the DM rules otherwise.
At higher levels. When you cast this spell using a spell level of 3rd level or higher, you can target one additional creature for each spell level above 2nd.


Sanguine Seal
1st-Level Abjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of blood)
Duration: Permanent (until dispelled)

You place a magical ward on one door, window, gate, chest, or other entryway no larger than 5 feet in any one direction. If a celestial, fey, fiend or undead attempts to open or pass through the warded area, it finds itself blocked, as if the object was locked. The warded area is impassable to such creatures until it is broken or the spell is dispelled or suppressed. Casting Knock on the object suppresses seal for 10 minutes. You may designate any number of individuals (by name) to be unaffected by this spell when you cast it, and you may set a password that suppresses the spell for 1 minute when spoken within 5 feet of it.
While affected by this spell, the object is more difficult for celestials, fey, fiends and undead to break or force open; the DC for these creatures to break it or pick any locks on it increases by 10.


Sever
6th-Level Evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small knife)
Duration: Instantaneous

You target a creature you can see within range, attacking it with an invisible plane of force. The target must make a Constitution saving throw, taking 10d6 slashing damage on a failure or half as much on a success.
If a creature fails its save against this spell, choose one of its limbs, tails or tentacles. The selected appendage is immediately severed. The DM determines what effect, if any, the lost limb has on the creature (note that any hit point damage associated with the spell is included above).


Soulfire
1st-Level Evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You cause a creature of your choice within range to burst into flames. The target takes 2d4+3 fire damage. This damage cannot be avoided, as the originates from within the target's soul (it is still subject to weakness and resistance).
The flames continue to burn until the target or another creature uses an action to extinguish them. While the flames are burning, the target sheds bright light in a 10 foot radius and dim light for a further 10 feet beyond that and takes 1d4 fire damage at the start of each of its turns.
At Higher Levels. When you cast this spell using a spell level of 2nd level or higher, the spell deals an additional 1d4 damage for each spell level above 1st.


Slash
Evocation Cantrip

Casting Time: 1 Action
Range: 30 feet
Components: S
Duration: Instantaneous

You flick your finger in a slashing gesture at a creature you can see within range. Make a Ranged Spell Attack. On a successful roll, target creature takes 1d10 Slashing Damage, and an open wound appears on its body.
The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


Stitch Wound
1st-Level Abjuration

Casting Time: 1 Action
Range: 10 feet
Components: S, M (a sowing needle)
Duration Instantaneous

You weave the sowing needle in a sowing fashion at a creature that you can see within range, who's Hit Points are at 0 and is unstable. That creature immediately becomes stable as its wounds are magically stitched close.


Thrust
Evocation Cantrip

Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Instantaneous

You shove a palm-sized plane of force at a creature that you can see within range. That creature must roll a Constitution saving throw against your spell save DC. On a failed save, that creature takes 1d4 force damage, and is shoved 5 ft. in any direction you choose. On a successful save, that creature takes half damage, and is not shoved.
The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). In addition, the shove distance for this spell increases by 5 ft. when you reach 5th level (10 ft.), 11th level (15 ft.), and 17th level (20 ft.).






You have come to terms with your dark, malicious power...
And you embrace it.

At 20th Level, you have the ability to regain all of your spent Vitae Motes as a Full Action.
This ability can only be used 1/Long Rest.

RavenJovan
2015-10-24, 05:00 PM
Sangromancer:

So, I don't really have anything to go on at this moment in time, but I would LOVE to make a playable class for this! I do know, however, that it WILL be based on the Sorcerer. Think of it as a Sorcerous Domain, if you will!

For People Who Do Not Know:

Sangromancy is, and will always be, the ability to manipulate and control blood. It is by far a very powerful ability, and I want to find a way to tone it down to where it is acceptable~

Please leave any replies and comments on Ideas to get this thing going! :D

I knew you'd put this up here eventually :smalltongue:

Korasyl
2015-10-24, 05:03 PM
I knew you'd put this up here eventually :smalltongue:

You know you would use this class! :P
lol

Korasyl
2015-10-30, 10:49 AM
Just a quick note:

I just put up the Vitae Mote system. Its a Work-In-Progress, but I want to know what you guys think of it?
:D

JNAProductions
2015-10-30, 11:53 AM
d4 hit die is too low, for anyone.

Saving throws should be strong weak, not strong strong.

Con is potentially over powered as a spellcasting modifier. In addition, why do you have spell slots if you don't use them?

Overall, this seems pretty poorly balanced, and it's barely started.

Korasyl
2015-10-30, 11:58 AM
d4 hit die is too low, for anyone.

Saving throws should be strong weak, not strong strong.

Con is potentially over powered as a spellcasting modifier. In addition, why do you have spell slots if you don't use them?

Overall, this seems pretty poorly balanced, and it's barely started.


1. I had set the hit die to 1d4 for the purposes of having low health, since your spells differ from your HP altogether. However, point taken, so the HP shall be changed to a d6.

2. Also, point taken. For a Sangromancer, either Strength or Wisdom is their terrible stats.

3. Con isn't necessarily overpowered, when compared to other classes. People could just as easily have a +5 Modifier on their Spell-Casting Ability, like a Sorcerer with 20 Charisma. Granted, CON does give you more health, but that's the justified purpose.

4. Indeed, it is barely started. XD


Alright. :P This is what I was having trouble with:

Korasyl
2015-10-30, 12:02 PM
1. I had set the hit die to 1d4 for the purposes of having low health, since your spells differ from your HP altogether. However, point taken, so the HP shall be changed to a d6.

2. Also, point taken. For a Sangromancer, either Strength or Wisdom is their terrible stats.

3. Con isn't necessarily overpowered, when compared to other classes. People could just as easily have a +5 Modifier on their Spell-Casting Ability, like a Sorcerer with 20 Charisma. Granted, CON does give you more health, but that's the justified purpose.

4. Indeed, it is barely started. XD


Alright. :P This is what I was having trouble with:

ALSO~ There are no Spell Slots. o-o On the Table, the numbers under each level show how many spells of that level you can know. :P I may need to modify that table, however.

JNAProductions
2015-10-30, 12:09 PM
The table does indeed need to be modified.

The issue with Con as a spellcasting modifier is that Con is a really useful stat for combat. Charisma is basically combat useless, as is Intelligence, and Wisdom jsut offers a little defence against rare but potent attacks.

Constitution, though, directly increases your Concentration saves, common saves, and HP, as well as providing fantastic Barbarian synergy. (Yes I know you can't spellcast while raging. But with HP as spells mechanic, that d12 hit die and Unarmored Defence are going to look mighty tasty.)

Korasyl
2015-10-30, 12:17 PM
The table does indeed need to be modified.

The issue with Con as a spellcasting modifier is that Con is a really useful stat for combat. Charisma is basically combat useless, as is Intelligence, and Wisdom jsut offers a little defence against rare but potent attacks.

Constitution, though, directly increases your Concentration saves, common saves, and HP, as well as providing fantastic Barbarian synergy. (Yes I know you can't spellcast while raging. But with HP as spells mechanic, that d12 hit die and Unarmored Defence are going to look mighty tasty.)

Very true. o - o I see what you mean.

However, (If this has any relevant stand-point) the purpose of having CON as a Spellcasting Ability was specifically for that purpose. Sangromancers are meant to be on the front-lines of battle.
I.E: It was planned that if you chose Blood of the Hero as your Bloodline, then at 6th Level your Dark Fueling Ability was modified. Not only can you consume HP to make Vitae, and Vice Versa, but every time you are hit with a melee attack by another creature, you gain Vitae Motes equal to 1/2 the amount of sustained damage, to a max of 5 Vitae Motes at a time. As such, if you take 8 Damage from an enemy hitting you, you gain 4 Vitae Motes.

Its different for the Blood of the Tyrant. At 6th Level with that Bloodline, any damage you deal with a melee attack against another creature, you gain Vitae Motes equal to 1/4 the damage dealt, to a max of 5 Vitae Motes at a time. So, if you dealt 8 Damage to a creature, you gain 4 Vitae Motes.

I was planning for Sangromancers to be a kind of Battle-Caster, really. :o Does this in any way clarify my use of the CON mod?

Korasyl
2015-10-30, 12:19 PM
Very true. o - o I see what you mean.

However, (If this has any relevant stand-point) the purpose of having CON as a Spellcasting Ability was specifically for that purpose. Sangromancers are meant to be on the front-lines of battle.
I.E: It was planned that if you chose Blood of the Hero as your Bloodline, then at 6th Level your Dark Fueling Ability was modified. Not only can you consume HP to make Vitae, and Vice Versa, but every time you are hit with a melee attack by another creature, you gain Vitae Motes equal to 1/2 the amount of sustained damage, to a max of 5 Vitae Motes at a time. As such, if you take 8 Damage from an enemy hitting you, you gain 4 Vitae Motes.

Its different for the Blood of the Tyrant. At 6th Level with that Bloodline, any damage you deal with a melee attack against another creature, you gain Vitae Motes equal to 1/2 the damage dealt, to a max of 5 Vitae Motes at a time. So, if you dealt 8 Damage to a creature, you gain 4 Vitae Motes.

I was planning for Sangromancers to be a kind of Battle-Caster, really. :o Does this in any way clarify my use of the CON mod?

But that's also why I was giving them a 1d4 Health. XD

JNAProductions
2015-10-30, 12:20 PM
No, not really. Other gishes have to be at least a little MAD-why should this be any different?

Also, I hate to bring it up, but sack of rats. Carry around a sack of rats, stab them for 6 damage whenever you run low on spells, and have infinite spells.

Also also, this kind of recovery mechanic is potentially REALLY REALLY STRONG. Be incredibly careful making it.

Korasyl
2015-10-30, 12:23 PM
No, not really. Other gishes have to be at least a little MAD-why should this be any different?

Also, I hate to bring it up, but sack of rats. Carry around a sack of rats, stab them for 6 damage whenever you run low on spells, and have infinite spells.

Also also, this kind of recovery mechanic is potentially REALLY REALLY STRONG. Be incredibly careful making it.

Excellent Points.
(Korasyl: 2 - JNA: 7)

What do you propose should be done?

P.S: What all is wrong with the table? :o

JNAProductions
2015-10-30, 12:25 PM
Not use the recovery mechanic. It's really kinda finicky, and doesn't belong in 5E. Alternatively, make it once per rest or something.

And the table is actually fine, I misread it.

Korasyl
2015-10-30, 12:27 PM
Not use the recovery mechanic. It's really kinda finicky, and doesn't belong in 5E. Alternatively, make it once per rest or something.

And the table is actually fine, I misread it.

Alright. ^-^ I was really trying to find a way to reverse-engineer the whole "Flexible Casting" a Sorcerer could do.. But I'm sure I can find a way around using it.

Also, lol.

JNAProductions
2015-10-30, 12:28 PM
Flexible casting isn't based on damage you take or dish out is the main difference.

Korasyl
2015-10-30, 12:30 PM
Flexible casting isn't based on damage you take or dish out is the main difference.

True. But the whole Dish and Take was only for the Bloodlines. :P If I remove that feature from the Bloodlines, would it still be usable?
EDIT: Only looking at the Vitae Spoiler, I mean. :P
I.E: Only way to use Dark Fueling is if you harm yourself.

Korasyl
2015-10-30, 12:40 PM
The Spell-Casting Ability has been changed to Charisma, for the purposes of Balance. :D

Ninja_Prawn
2015-10-31, 06:17 AM
The Spell-Casting Ability has been changed to Charisma, for the purposes of Balance. :D

Just seconding this. Whenever 'blood magic' comes up (this is the... fourth(?) 5e attempt I've seen on this forum), I always think "this would work better as a sorcerous origin." In most settings, blood magic is clearly sorcerous/charismatic. Yes, your body's vitality is governed by Con, but you're not casting with your vitality, you are consuming your vitality while you cast with your force of personality. I can think of one exception: sympathy from the Kingkiller Chronicle, which is Int-based.

Anyway, you asked for a spell list, so... hmm. I don't know what sort of theme you're going for here. I've basically started with the Sorcerer list, then pruned out whatever I don't think fits with the blood mage in my head. Mostly it's elemental evocations that have got the axe. Then I think I'll add in some divinations, necromancy and maybe some healing, then I'll look into homebrewing if necessary.

Note: new homebrew spells marked with an asterisk.



Cantrips
Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Friends
Frostbite
Mage Hand
Mending
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Thunderclap
True Strike

Level 1
Burning Hands
Catapult
Charm Person
Chromatic Orb
Comprehend Languages
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Disguise Self
Entangle
Expeditious Retreat
False Life
Fog Cloud
Hex
Ice Knife
Identify
Inflict Wounds
Mage Armour
Magic Missile
Purge Blood*
Ray of Sickness
Shield
Silent Image
Sleep
Thunderwave
Witch Bolt
Level 2
Alter Self
Augury
Blindness/Deafness
Cloud of Daggers
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Earthbind
Enhance Ability
Enlarge/Reduce
Find Traps
Hold Person
Invisibility
Lesser Restoration
Levitate
Locate Animals and Plants
Locate Object
Misty Step
Phantasmal Force
Ray of Enfeeblement
Scorching Ray
See Invisibility
Shatter
Spider Climb
Suggestion
Web

Level 3
Animate Dead
Clairvoyance
Counterspell
Daylight
Dispel Magic
Fear
Fireball
Fly
Haste
Hypnotic Pattern
Lightning Bolt
Protection from Energy
Sleet Storm
Slow
Speak with Dead
Stinking Cloud
Tongues
Vampiric Touch
Wall of Water
Water Breathing
Water Walk
Level 4
Arcane Eye
Banishment
Blight
Confusion
Dimension Door
Divination
Dominate Beast
Greater Invisibility
Ice Storm
Locate Creature
Polymorph
Storm Sphere
Vitriolic Sphere
Wall of Fire
Watery Sphere

Level 5
Animate Objects
Cloudkill
Contact Other Plane
Creation
Dominate Person
Exsanguinate*
Geas
Greater Restoration
Hold Monster
Insect Plague
Legend Lore
Raise Dead
Scrying
Telekinesis

Level 6
Arcane Gate
Circle of Death
Create Undead
Eyebite
Find the Path
Harm
Heal
Magic Jar
Mass Suggestion
True Seeing
Level 7
Etherealness
Finger of Death
Fire Storm
Plane Shift
Project Image
Reverse Gravity
Simulacrum
Teleport

Level 8
Abi-Dalzim's Horrid Wilting
Antipathy/Sympathy
Boil Blood*
Dominate Monster
Incendiary Cloud
Power Word: Stun

Level 9
Foresight
Gate
Meteor Swarm
Power Word: Heal
Power Word: Kill
Time Stop
True Resurrection
Wish


100 Needles
5th-level conjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a cactus spine)
Duration: Instantaneous

You fire a barrage of needles at a target you can see within range. Roll 1d100. This many needles are fired at the target, which must make a Dexterity saving throw. On a success, half of the needles hit; on a failure, all of them hit. Each needle deals 1 point of piercing damage (therefore this spell has no effect on targets that resist magical piercing damage).
At higher levels. When you cast this spell using a 9th level spell slot, it is renamed 1,000 Needles and fires a total of 10d100 spines.


Boil Blood
8th-level transmutation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of blood and a pinch of ash)
Duration: Concentration, up to 1 minute

You cause the blood of one creature you can see within range to boil in its veins. The target must make a Constitution saving throw. It takes 7d4 fire and 7d4 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target's blood continues to boil for the spell’s duration, giving it disadvantage on all attack rolls. At the end of each of its turns, the target repeats the saving throw. It takes 3d4 fire and 3d4 necrotic damage on a failed save, and the spell ends on a successful one. The magical heat generated by this spell cannot be cooled by any means, though it can be dispelled.


Conjure Saguaro
1st-level conjuration

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a saguaro fruit)
Duration: Concentration, up to an hour

You summon a saguaro cactus that springs out of the ground in an unoccupied space you can see within range. The cactus now occupies a 10 foot cube, blocking movement through this area and conferring 3/4 cover against ranged attacks made through it.
The saguaro is an object with 22 (4d10) hit points and an AC of 14.
When the spell ends, the saguaro wilts away, leaving no trace of its existence.


Exsanguinate
5th-level necromancy

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a sacrificial dagger)
Duration: Instantaneous

You drain vital fluids from a creature of your choice that you can see within range. The target must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. A creature that fails its save against this spell gains one level of exhaustion, to a maximum of three.
At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.


Purge Blood
1st-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You touch a creature that is under the effects of the poisoned condition. That condition immediately ends.


Speak with Cacti
1st-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 10 minutes

You touch one natural cactus and imbue it with a limited sentience, giving it the ability to communicate with you. You can question the cactus about events in the immediate area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
Edit: ok, I think this is almost there. What do y'all think?

you2be
2015-11-01, 07:36 AM
looks great

Korasyl
2015-11-01, 09:14 PM
Yeah, I've seen quite a few attempts at Blood Magic. ^-^ At first, I thought of making it a Sorcerous Origin, like you said. But then, another idea popped into my head. Why not make it a separate class, with original spells?

So, here's the kicker on this, Ninja. I'm sure you've read my Soltairien Race already... Maybe. :P
But instead of putting together spells from the already created 5e Spell List.

I want BRAND NEW spells. Kinda like what I did in the Soltairien Race.

And the theme is supposed to be kind of a Battle-Caster. Mostly damage dealing, with a teensy bit of support and maybe 1 or 2 AOE. Does that sound possible?

P.S: Also, well done on the list. :D But still... ^

Ninja_Prawn
2015-11-02, 01:44 AM
Alright, I'll create more original spells, with emphasis on blasting. It'll take a bit of time though...

And I'll probably end up reskinning a lot of existing spells, because most of the 'things that you can do with magic' are already covered.

Ninja_Prawn
2015-11-02, 02:26 AM
Ok, here we go!

Sangromancy Spell List 2: Original and Best



Cantrips
Freeze Blood
Kensington Gore
Larloch's Minor Drain
Slash
Thrust

Level 1
Blood Whip
Purge Blood
Sanguine Seal
Soulfire
Stitch Wound
Level 2
Bloodbend
Crimson Blade
Deadly Force
Re-balance Humours

Level 3
Blood Arrow
Iron Blood Transformation
Know Destiny
Level 4
Bind Object
Infernal Contract
Lueltar's Unerring Tracker
Puppet

Level 5
Cerebral Bloodstorm
Exsanguinate

Level 6
Nosferatu's Tidal Wave
Sever
Level 7
Curse of Binding

Level 8
Boil Blood

Level 9
100 Cuts
Liquidate
Mass Puppet


Bind Object
4th-level conjuration

Casting Time: 1 minute
Range: Touch
Components: V, S, M (an ounce of your own blood)
Duration: Permanent (until dispelled)

You touch a non-magical object weighing 10 pounds or less whose longest dimension is 3 feet or less, coating it with your blood. The spell binds that object to you, giving you some degree of control over it. You can dismiss the item, shunting it into an extradimensional space, at any time with no action required. If the item is in this pocket dimension, you may use an action to summon it into your hand(s).
You can have as many bound objects as you like, but you may only summon one per action. If you die, any objects bound to you are immediately released from this spell and ejected from their pocket dimension, re-appearing within 5 feet of your body.


Blood Arrow
3rd-level conjuration

Casting Time: 1 bonus action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You summon up a glob of blood and fire it at a target you can see withing range. Make a ranged spell attack against the target. On a hit, the target takes 4d10 piercing damage; on a miss the spell has no effect.


Bloodbend
2nd-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.


Boil Blood
8th-level transmutation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of blood and a pinch of ash)
Duration: Concentration, up to 1 minute

You cause the blood of one creature you can see within range to boil in its veins. The target must make a Constitution saving throw. It takes 7d4 fire and 7d4 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, the target's blood continues to boil for the spell’s duration, giving it disadvantage on all attack rolls. At the end of each of its turns, the target repeats the saving throw. It takes 3d4 fire and 3d4 necrotic damage on a failed save, and the spell ends on a successful one. The magical heat generated by this spell cannot be cooled by any means, though it can be dispelled.


Cerebral Bloodstorm
5th-level conjuration

Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a pickled brain)
Duration: Concentration, up to 1 minute

You summon a huge, floating brain that emits a storm of red lighting and bloody rain in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within range. Each creature in the cylinder must make a Dexterity save, taking 8d6 lightning damage on a failure or half as much on a success.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the storm toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is inside the cylinder. On a hit, the target takes 4d6 lightning damage.
The cylinder is lightly obscured by rain for the duration of the spell, and any surfaces in the cylinder become slicked with blood, as per the Grease spell.


Crimson Blade
2nd-level conjuration

Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Concentration, up to 10 minutes

You call forth a spectral, floating sword to protect you from your enemies. This sword moves of its own accord, slashing at anyone within 10 feet and attempting to parry their blows against you. When a creature first enters the area or starts its turn there, it must make a Dexterity saving throw or take 2d8 slashing damage (half on a successful save). In addition, you can add +1 to your AC against any attack made by a creature within the radius.
You may designate any number of creatures to be unaffected by this spell when you cast it.


Curse of Binding
7th-level enchantment (ritual)

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a body part from the intended target, such as a finernail, a lock of hair, or a drop of blood)
Duration: Permanent (until dispelled)

You bind one creature or object to a location, cursing it so that it may never leave. Choose a target and a location within range, both of which you must be able to see. If the target is a creature, it must make a Charisma saving throw (a willing creature may choose to fail this save), or be permanently bound to the chosen location. The target may act and move around freely, as long as it remains within 20 feet of the point it is bound to. If the target begins its turn outside of this area, it must make a Strength saving throw against your spell save DC or be dragged 60 feet towards the point it was bound to.
In addition, if the creature attempts to teleport or use any other means of extraplanar travel, it must make another Charisma saving throw. On a failure the travel attempt fails and any resources used are wasted. On a success, the curse is suppressed until the creature returns to the plane on which it was bound, at which point the dragging effect resumes.
This spell can be broken only by Remove Curse spell or similar effects.


Exsanguinate
5th-level necromancy

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a sacrificial dagger)
Duration: Instantaneous

You drain vital fluids from a creature of your choice that you can see within range. The target must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. A creature that fails its save against this spell gains one level of exhaustion, to a maximum of three.
At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.


Freeze Blood
Transmutation Cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You chill the blood of one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Infernal Contract
4th-level enchantment

Casting Time: 1 action
Range: Touch
Components: V, S, M (a vial of blood, which the spell consumes)
Duration: 30 days

This spell can be cast on any written contract that has been willingly signed between two creatures. The signatures must be written in blood (which becomes the material competent for the spell). If either creature breaches the contract, they immediately take 6d6 psychic damage, but no more than once per day. There is no restriction on the contents of the contract, and it is not necessary for either party to understand it for the spell to work.
This spell can be ended early by the Wish spell, or by casting Remove Curse on the contract document.
At higher levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.


Iron Blood Transformation
3rd-level transmutation

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

This spell fortifies the caster's body, enabling them to ignore blows that would otherwise wound them. Your AC is equal to 10 + your Dexterity modifier + your Constitution modifier for the duration of the spell.


Kensington Gore
Illusion Cantrip

Casting Time: 1 action
Range: Self
Components: V, S, M (a drop of blood)
Duration: 10 minutes

You cover yourself in illusory gore, giving you a terrifying appearance. You have advantage on all Charisma (Intimidation) checks for the duration. In addition, if a creature with the Keen Smell trait is attempting to detect or track you by smell, it automatically succeeds - though it is unable to smell any other creatures within 60 feet of you.


Know Destiny
3rd-level divination (ritual)

Casting Time: 1 minute
Range: Self
Components: V, S, M (a vial of blood or a bone from the creature whose destiny you want to know, which the spell consumes)
Duration: Instantaneous

By casting a creatures blood and bones in accordance with ancient rituals, you receive knowledge about that creature's destiny. You may ask about one of the following subject, which the DM must answer truthfully as outlined below.
The Gods. The spell reveals whether any of the Gods have a plan in mind for this creature, and tells you what their alignment(s) is/are.
Family. The spell reveals whether or not this creature will find a suitable partner, and how many children they will have.
Wealth. The spell reveals whether this creature will ever achieve their current objectives related to the obtaining of material objects. It does not tell you whether or not they will be satisfied.
The spell does not account for any extraordinary events that might change outcomes, such as untimely deaths or the actions of PCs.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.


Larloch's Minor Drain
Necromancy cantrip

Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous

You drain life energy from a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. You then gain temporary hit points equal to half the amount of damage dealt. This spell has no effect on undead or constructs.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


Liquidate
9th-level necromancy

Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous

You point your finger at a creature you can see within range. The target must make a Constitution saving throw. It takes 20d12+70 acid damage on a failed save, or half as much on a success. A creature killed by this spell is reduced to an undifferentiated grey goo, and cannot be revived except via a True Resurrection or Wish spell.


Lueltar's Unerring Tracker
4th-level divination

Casting Time: 10 minutes
Range: Self
Components: V, S, M (an eyelash and a drop of blood from the intended target)
Duration: 1 day

You create a tiny compass using an eyelash and a drop of blood from the same creature, which then becomes the target for the spell. For the duration of the spell, this compass will always point in the direction of the target, regardless of how far away they are or any obstructions between you. The target need not be alive for this spell to work. If their body is located in multiple places, the compass will point to the most massive piece (or a random piece if they are of equal mass).
If the creature is on another plane of existence when the spell is cast, the spell fails and the spell slot is wasted. If the target leaves its current plane within the duration of the spell, the spell ends early.


Mass Puppet
9th-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You attempt to bind the blood of up to twelve humanoids that you can see within range. Each target must succeed on a Constitution saving throw or be bound to you for the duration.
While a target is bound, you have a telekinetic link with it as long as you are on the same plane of existence. Using these links, you take total and precise control of the targets. The creatures take only the actions, movement and reactions you choose, and don’t do anything that you don’t allow them to do. The creatures acts on your turn, but you and your puppets may only take the one action, one bonus action, one reaction and one object interaction between you. Only one of you may move on any given turn (unless you take an action or bonus action that causes you to move).
If you benefit from a spell or effect that grants you additional actions (such as Haste), you may use this action yourself, but you may not transfer it to a puppet.
Each time a target takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends for that creature.


Puppet
4th-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You attempt to bind the blood of a humanoid that you can see within range. It must succeed on a Constitution saving throw or be bound to you for the duration.
While the target is bound, you have a telekinetic link with it as long as you are on the same plane of existence. Using this link, you take total and precise control of the target. The creature takes only the actions, movement and reactions you choose, and doesn’t do anything that you don’t allow it to do. The creature acts on your turn, and if you cause it to take any actions, you forgo the opportunity to act with your own body. For example, you could cause the target to take the attack action, while you move and perform a bonus action.
Each time the target takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.


Purge Blood
1st-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You touch a creature that is under the effects of the poisoned condition. That condition immediately ends.


Re-balance Humours
2nd-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You change to balance of a person's bodily humours, thereby changing their temperament. Choose one humanoid you can see within range. They must make a Constitution saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following four moods.
Sanguine. The target becomes sociable and carefree. It regards everyone it encounters as a friendly acquaintance. This optimism ends if the target is attacked or harmed by a spell or if it witnesses anyone else being harmed.
Choleric. You imbue the target with energy and passion, enabling it to overcome doubt and fear. Any effect causing a target to be charmed or frightened is suppressed. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Melancholic. The target becomes cautious and suspicious. It regards everyone it meets as a potentially-hostile threat and may become unwilling to follow orders/instructions from its allies.
Phlegmatic. You increase the target's patience and tolerance, causing it to become more peaceful. It becomes indifferent about creatures of your choice that it was previously hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.
When the spell ends, the creature returns to its normal mental state, unless the DM rules otherwise.
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd


Sanguine Seal
1st-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of blood)
Duration: Permanent (until dispelled)

You place a magical ward on one door, window, gate, chest, or other entryway no larger than 5 feet in any one direction. If a celestial, fey, fiend or undead attempts to open or pass through the warded area, it finds itself blocked, as if the object was locked. The warded area is impassable to such creatures until it is broken or the spell is dispelled or suppressed. Casting Knock on the object suppresses seal for 10 minutes. You may designate any number of individuals (by name) to be unaffected by this spell when you cast it, and you may set a password that suppresses the spell for 1 minute when spoken within 5 feet of it.
While affected by this spell, the object is more difficult for celestials, fey, fiends and undead to break or force open; the DC for these creatures to break it or pick any locks on it increases by 10.


Sever
6th-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small knife)
Duration: Instantaneous

You target a creature you can see within range, attacking it with an invisible plane of force. The target must make a Constitution saving throw, taking 10d6 slashing damage on a failure or half as much on a success.
If a creature fails its save against this spell, choose one of its limbs, tails or tentacles. The selected appendage is immediately severed. The DM determines what effect, if any, the lost limb has on the creature (note that any hit point damage associated with the spell is included above).


Soulfire
1st-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You cause a creature of your choice within range to burst into flames. The target takes 2d4+3 fire damage. This damage cannot be avoided, as the originates from within the target's soul (it is still subject to weakness and resistance).
The flames continue to burn until the target or another creature uses an action to extinguish them. While the flames are burning, the target sheds bright light in a 10 foot radius and dim light for a further 10 feet beyond that and takes 1d4 fire damage at the start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell deals an additional 1d4 damage for each slot level above 1st.
100 Cuts
9th-level evocation

Casting Time: 1 Action
Range: 30 feet
Components: S, M (An enemy's blood, drawn by a sacrificial dagger)
Duration: Instantaneous

After drawing a creature's blood with your sacrificial dagger, you place a drop of it upon your finger, and point it at the creature whom you struck, if they're in range. That creature must make a Constitution saving throw, takeing 10d10+50 slashing damage on a failed save, or half as much on a successful one. If a creature is killed by this spell, their limbs are severed from their body.


Blood Whip
1st-level conjuration

Casting Time: 1 Action
Range: 30 feet
Components: S, M (a vial of blood)
Duration: Concentration, up to 10 minutes

You swing a vial of blood towards an enemy, causing a whip-like tendril of blood to lash out and grab hold of it. Make a ranged spell attack against a creature that you can see within range. On a successful hit, that creature takes 4d4 slashing damage, and is grappled by the tendril.
At the beginning of each of it's turn, the grappled creature takes 1d4 slashing damage. It can make a Strength saving throw against your spell save DC to break free from the tendril, and end the spell. Another creature can attempt a Strength saving throw against your spell save DC to free the grappled creature, and end the spell.
At higher levels. When you cast this spell using a spell level of 2nd level or higher, each damage increases by 1d4 for each spell level above 1st.


Deadly Force
2nd-level evocation

Casting Time: 1 action
Range: Varies
Components: S
Duration: Instantaneous

You will a massive portion of a creature's blood in any direction, causing various effects.
You may apply this spell in one of two ways:
Striking.You will the blood within your arm to add terrifying force to your attack. Upon casting this spell, make a melee attack roll using a melee weapon. On a hit, add 2d10 force damage to the overall damage.
Moving.You will the blood within a creature in any direction of your choosing. Choose a creature that you can see within 10 feet. That creature must make a Constitution saving throw. On a failed save, that creature takes 1d10 force damage, and is shoved 10 feet in the direction you chose. On a successful save, that creature takes half damage, and is not moved. The creature is not moved if it is restrained, or is otherwise obstructed and unable to be moved.
You may target yourself with this effect. Upon doing so, make a Constitution saving throw against. On a failed save, you take 1d10 force damage, and are shoved 10 feet in the direction you chose. On a successful save, you take half damage, but are still shoved. You cannot be moved by this spell if you are restrained, or otherwise obstructed and unable to be moved.


Nosferatu's Tidal Wave
6th-level conjuration

Casting Time: 1 action
Range:Self
Components: V, S, M (a flask of water with a drop of blood within)
Duration: Concentration, up to 1 minute

You fling the contents of the flask outwards, creating a wave of blood in front of you that races across the ground. This wave occupies a 10 foot cube centred on yourself. Any creature within the wave must succeed on a Dexterity saving throw or take 4d8 force damage and be knocked prone. On a successful save, that creature takes only half damage, and does not become prone.
On your turn, you may move the wave up to 20 feet in any direction. Any objects that are not held in place, or items that are not being worn or carried are picked up by the wave. If this happens, an extra 1d4 force damage is added for each object picked up within the wave, to a max of 6d4. If there is a wall or object that cannot be passed by or moved, the wave stops its movement.
At higher levels. When you cast this spell using a spell level of 7th level or higher, the damage increases by 1d8 for each spell level above 6th.


Slash
Evocation cantrip

Casting Time: 1 Action
Range: 30 feet
Components: S
Duration: Instantaneous

You flick your finger in a slashing gesture at a creature you can see within range. Make a ranged spell attack. On a hit, the target creature takes 1d10 slashing damage, and an open wound appears on its body.

The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


Stitch Wounds
1st-level evocation

Casting Time: 1 Action
Range: 10 feet
Components: S, M (a sewing needle)
Duration Instantaneous

You weave the needle (as if sewing a wound) at a creature that you can see within range, who has 0 hit points. That creature immediately becomes stable.


Thrust
Evocation cantrip

Casting Time: 1 Action
Range: 60 feet
Components: S
Duration: Instantaneous

You shove a palm-sized plane of force at a creature that you can see within range. That creature must roll a Constitution saving throw against your spell save DC. On a failed save, that creature takes 1d4 force damage, and is shoved 5 ft. in any direction you choose.
The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). In addition, the shove distance for this spell increases by 5 ft. when you reach 5th level (10 ft.), 11th level (15 ft.), and 17th level (20 ft.).

Ninja_Prawn
2015-11-02, 02:12 PM
Quick thought on Slash: a cantrip's damage die depends on the power of its rider (or, in the case of Sacred Flame, the rarity of its damage type and the fact that it's the only attack on the Cleric list). Slash has no rider, so it should be a d10.

Korasyl
2015-11-02, 04:05 PM
Quick thought on Slash: a cantrip's damage die depends on the power of its rider (or, in the case of Sacred Flame, the rarity of its damage type and the fact that it's the only attack on the Cleric list). Slash has no rider, so it should be a d10.

Duly noted. ^_^ I'm also posting 100 Cuts. (Credit goes to you for the Idea.) (100 Needles)

Ninja_Prawn
2015-11-02, 05:01 PM
(Credit goes to you for the Idea.) (100 Needles)

Um, you realise that that wasn't my idea, right? It's an homage to Final Fantasy (http://finalfantasy.wikia.com/wiki/1000_Needles).

Korasyl
2015-11-02, 06:45 PM
Um, you realise that that wasn't my idea, right? It's an homage to Final Fantasy (http://finalfantasy.wikia.com/wiki/1000_Needles).

Oh.. @~@ Damn, I haven't played that franchise since Final Fantasy: Tactics Advanced...

Ninja_Prawn
2015-11-03, 02:39 AM
So, me again. 10d10+50 (105) is too much damage for a 6th-level spell. Note that the PHB's go-go single-target damage spell for that level (Disintegrate) is 10d6+40 (75). The DMG recommends 10d10 (55) (though you end up with underpowered spells if you follow the DMG). I'd aim for 70-75 damage for a 6th-level slot.

100 Needles (which was meant as a joke) is slightly underpowered at 1d100 (50.5), but it becomes worth it at 9th level, where it does 10d100 (505).

Korasyl
2015-11-03, 03:12 PM
So, me again. 10d10+50 (105) is too much damage for a 6th-level spell. Note that the PHB's go-go single-target damage spell for that level (Disintegrate) is 10d6+40 (75). The DMG recommends 10d10 (55) (though you end up with underpowered spells if you follow the DMG). I'd aim for 70-75 damage for a 6th-level slot.

100 Needles (which was meant as a joke) is slightly underpowered at 1d100 (50.5), but it becomes worth it at 9th level, where it does 10d100 (505).

O - O It's 6th-Level? Its supposed to be 9th! XD Thank you for pointing that out lmao
-facedesk-

Ninja_Prawn
2015-11-03, 03:22 PM
I feel like I'm getting the hang of this now. If anyone reading this has any thoughts on my spells (particularly the unusual ones like Blood Arrow and Curse of Binding), I'd be happy to hear them.

Cassious
2015-11-03, 05:20 PM
Are you planning a mechanic to cap the number of high level spells the class can use in a day? All the PHB classes only gain a single 9th and 8th level spell per day and the variant spell point system in the DMG similarly restricts the number of 6th-9th level spell to 1 per day each. If I’m reading it right, a 20th level Sagromancer can spam 4, 9th level spells, even before creating more vitae with Dark Fueling. It might not be a good tactical choice to go nova of course, but it is something current classes can’t do with the same impunity.

Also, the Hit Point to vitae transfer ratio via Dark Fueling seems off to me. At the current cost, a 1st level spell costs 2 hit points, and a 1st level cure wounds spell heals 1d8+ casting stat (average 9.5 at max casting stat). So effectively you can trade 10 hit points for 5th level spell and regain most if not all of that damage from a 1st level healing spell. Action economy aside, it seems like too good of a trade without some kind of restriction.

I like the blood magic concept, but "casting from Hit points" is hard to balance :)

Misty
2015-11-03, 10:19 PM
Like the idea!

Korasyl
2015-11-04, 02:05 PM
Are you planning a mechanic to cap the number of high level spells the class can use in a day? All the PHB classes only gain a single 9th and 8th level spell per day and the variant spell point system in the DMG similarly restricts the number of 6th-9th level spell to 1 per day each. If I’m reading it right, a 20th level Sagromancer can spam 4, 9th level spells, even before creating more vitae with Dark Fueling. It might not be a good tactical choice to go nova of course, but it is something current classes can’t do with the same impunity.

Also, the Hit Point to vitae transfer ratio via Dark Fueling seems off to me. At the current cost, a 1st level spell costs 2 hit points, and a 1st level cure wounds spell heals 1d8+ casting stat (average 9.5 at max casting stat). So effectively you can trade 10 hit points for 5th level spell and regain most if not all of that damage from a 1st level healing spell. Action economy aside, it seems like too good of a trade without some kind of restriction.

I like the blood magic concept, but "casting from Hit points" is hard to balance :)

I see where you're coming from, friend, but take note:

Sangromancers do NOT have any healing spells. :P
At most, they have Status Removal Spells, but healing spells are a no-no for Sangromancers. They are meant for pure damage, with a slight amount of support. I do like your theories, though. ^^
As for the spell-casting abilities, I'm thinking of a certain ratio for the Vitae Points. Not 40 total, but i'm thinking of slight intervals of 2,2,4,4,6,6,8,8? Does this seem like a better rate of Vitae?

Korasyl
2015-11-04, 02:10 PM
I feel like I'm getting the hang of this now. If anyone reading this has any thoughts on my spells (particularly the unusual ones like Blood Arrow and Curse of Binding), I'd be happy to hear them.

I'm liking these spells, dude! I'm adding a few extra's myself here in a second. Gotta fine tune them. :P

JNAProductions
2015-11-04, 02:42 PM
But how would multiclassing into, say Cleric work?

Flashy
2015-11-04, 02:48 PM
But how would multiclassing into, say Cleric work?

Or even having a Cleric in the same party. With Heal you can convert one character's 6th level slot into seven 5th level spells for another character. Pretty good deal.

Korasyl
2015-11-04, 03:06 PM
Or even having a Cleric in the same party. With Heal you can convert one character's 6th level slot into seven 5th level spells for another character. Pretty good deal.

Well, damn. o - o I never thought about that. Only problem is, if you multi-class with any other class that has spells, your Vitae would not work. You'd have to use the legitimate spell slots provided by the Cleric Class.

Vitae only works for Sangromancer Spells. Which means, say you were a Level 10 Sangromancer, and a Level 10 Cleric. You may have a few spell slots that allow you to cast a healing spell on yourself, but once you run out of those spells, then Vitae is all you have left.

Plus, don't forget: When you multiclass, if you have more than three levels in any class outside of your starting class, your starting class becomes an Ex-Class. At least, that's how I always played. Don't know if that's still a legitimate thing. ^-^

EDIT: Now, having a healer in your party would be fantastic for a Sangromancer, but he can't just spend ALL of his healing spells on you. He does have to worry about himself, as well as other party members, if there are any. So, having a healer-class in your party or as a second class can be a small boost of power, but only just. ^^ Its a clever idea, though.

EDIT 2: Plus, remember to consider the fact that you are hurting yourself in the process. You don't keep the health you gained, if you turn it into Vitae. Plus, if you gain 8 Health, you can only get 4 Vitae Motes. You can only convert a max of 10 health every turn, anyway. ^^ Which is only 5 Vitae.

Korasyl
2015-11-04, 03:18 PM
Also, I just added the 2nd-Level spell Sangrotic Force.
Any comments? :D

Ninja_Prawn
2015-11-04, 03:38 PM
Also, I just added the 2nd-Level spell Sangrotic Force.
Any comments? :D

My thoughts:

a) "sangrotic" sounds ridiculous. That word should be banned.
b) the strike damage is okay, assuming you've got a decent weapon attack. I haven't really looked at the rest of the class - is it a competent weapon-user?
c) damage to weapons is not a core mechanic. Nothing else in the PHB does this. Also, why? It doesn't make sense.
d) the recoil damage option should also be cut. The spell isn't strong enough to warrant any extra cost.
e) why does the move effect have three different damage dice? That's crazy. It should be 1d10, save for half, regardless of who the target is.

Korasyl
2015-11-04, 05:59 PM
My thoughts:

a) "sangrotic" sounds ridiculous. That word should be banned.
b) the strike damage is okay, assuming you've got a decent weapon attack. I haven't really looked at the rest of the class - is it a competent weapon-user?
c) damage to weapons is not a core mechanic. Nothing else in the PHB does this. Also, why? It doesn't make sense.
d) the recoil damage option should also be cut. The spell isn't strong enough to warrant any extra cost.
e) why does the move effect have three different damage dice? That's crazy. It should be 1d10, save for half, regardless of who the target is.

My responses:
a) Note taken. o -o It does sound very odd... How about "Deadly Force" instead? Unless you have a good name?
b) The Sangromancer is meant to be a battlecaster. They are proficient with all simple weapons, light crossbows, shortswords, and rapiers. ^^
c & d) Another note taken. o - o Though, my thought process was that if you're swinging something with tremendous force, there has to be SOME backlash, right? Its like throwing your fist at a brick wall at the speed of sound. That wall is gone.. But so is your hand. :P However, the recoil damage will be removed.
e) I have no idea, honestly. . - . I was kinda focused on another project while I was typing this. It shall be changed, lol

Korasyl
2015-11-04, 06:21 PM
On a Second Note:

I'm going to start working on the Bloodlines.
Here are some basic themes for each:

Blood of the Hero:
Sangromancers with this Bloodline are known to be more giving than others, sacrificing themselves to save others.

Main Ability: When a Sangromancer with the Hero Bloodline is struck, they have the ability to remove up to 20 damage from the attack, and gain Vitae Motes equal to half the amount of damage reduced. This ability can only be used 1/Long Rest.
I.E:
If you are struck for 30 damage, then you may use this ability to take only 10 damage, and gain 10 Vitae Motes.



Blood of the Wise:
Sangromancers with this Bloodline are known to have a better understanding of their power, able to harness it to the fullest.

Main Ability: Your Dark Fueling is augmented, allowing for Equivalent Exchange of HP to Vitae Motes.
I.E:
If you harm yourself for 5 damage, you gain 5 Vitae Motes.
(This in no way allows for Health/Vitae Spam. The numbers are now equal, so when you trade off HP for Vitae, you can undo it.
Check this JUST IN CASE.)



Blood of the Tyrant:
Sangromancers with this Bloodline are known for their ruthless behavior, always taking what they want with ease.

Main Ability: When a Sangromancer with the Tyrant Bloodline strikes a creature, they have the ability to gain Vitae Motes equal to half the amount of damage dealt, up to a max of 10. This ability can only be used 1/Long Rest.
I.E:
If you strike a creature for 20 damage, then you may use this ability to gain 10 Vitae Motes.


What do you guys think?

Cassious
2015-11-04, 10:00 PM
I see where you're coming from, friend, but take note:

Sangromancers do NOT have any healing spells. :P
At most, they have Status Removal Spells, but healing spells are a no-no for Sangromancers. They are meant for pure damage, with a slight amount of support. I do like your theories, though. ^^
As for the spell-casting abilities, I'm thinking of a certain ratio for the Vitae Points. Not 40 total, but i'm thinking of slight intervals of 2,2,4,4,6,6,8,8? Does this seem like a better rate of Vitae?

Sorry, I’m not following what you mean by Vitae ratio here, or the numbers you quote, I’m guessing an altered vitae cost per spell level? I’m probably being dense but I just can’t get my head around this one, It looks important though.


Well, damn. o - o I never thought about that. Only problem is, if you multi-class with any other class that has spells, your Vitae would not work. You'd have to use the legitimate spell slots provided by the Cleric Class.

Vitae only works for Sangromancer Spells. Which means, say you were a Level 10 Sangromancer, and a Level 10 Cleric. You may have a few spell slots that allow you to cast a healing spell on yourself, but once you run out of those spells, then Vitae is all you have left.

Plus, don't forget: When you multiclass, if you have more than three levels in any class outside of your starting class, your starting class becomes an Ex-Class. At least, that's how I always played. Don't know if that's still a legitimate thing. ^-^

EDIT: Now, having a healer in your party would be fantastic for a Sangromancer, but he can't just spend ALL of his healing spells on you. He does have to worry about himself, as well as other party members, if there are any. So, having a healer-class in your party or as a second class can be a small boost of power, but only just. ^^ Its a clever idea, though.

EDIT 2: Plus, remember to consider the fact that you are hurting yourself in the process. You don't keep the health you gained, if you turn it into Vitae. Plus, if you gain 8 Health, you can only get 4 Vitae Motes. You can only convert a max of 10 health every turn, anyway. ^^ Which is only 5 Vitae.

Having thought more about the hit point to vitae issue I think the problem with it (ratio of hit point to vitae aside) is that hit points are a renewable resource as long as you can find a source of healing (whatever that is), and that breaks the limits that other classes have on their spell casting in the form of a fixed number of spell slots. It comes with a cost (potential death) but that cost can be mitigated depending on how much resource you are willing to put into it. Basically it makes assessing balance hard since the baseline spell casting is variable.

What I would do, to completely remove the whole issues is make damage taken by dark fuelling reduce the characters hit point maximum till they take a long rest. Damage Taken from dark fuelling would be effectively un-healable for the day, making it an appropriately high cost for extra spells and negate the ‘pocket cleric battery’ effect. Its a pretty harsh solution, but that makes the choice to use dark fuelling appropriately tense, just how I imagine blood magic.

Flashy
2015-11-04, 10:56 PM
What I would do, to completely remove the whole issues is make damage taken by dark fuelling reduce the characters hit point maximum till they take a long rest. Damage Taken from dark fuelling would be effectively un-healable for the day, making it an appropriately high cost for extra spells and negate the ‘pocket cleric battery’ effect. Its a pretty harsh solution, but that makes the choice to use dark fuelling appropriately tense, just how I imagine blood magic.

I really support this design choice. Healing is really easy to come by in 5e to the point that most parties don't need to run a healer at all. A Cleric doesn't need to be devoting their spell slots to healing the rest of the party, so the Sangromancer becomes an engine for turning spell slots into way more spell slots.

Korasyl
2015-11-05, 01:01 PM
I really support this design choice. Healing is really easy to come by in 5e to the point that most parties don't need to run a healer at all. A Cleric doesn't need to be devoting their spell slots to healing the rest of the party, so the Sangromancer becomes an engine for turning spell slots into way more spell slots.

Alright, I see where you are both coming from. ^-^ I will make the corresponding changes.

It's always good to have the opinions and ideas of others. Thank you guys, for the help with balancing.

I actually did do a test run of this Class at Level 5 against two other Level 5s:
A Wizard, and a Monk.

I defeated the Wizard pretty easily, but I almost lost to the Monk. I survived by 2 HP.
All in all, I think this class is getting closer to becoming balanced overall. ^-^

Any other comments, and/or ideas? :D


EDIT: I made the change to Dark Fueling. Did I word it properly?

Korasyl
2015-11-05, 02:52 PM
I have also added a new spell:

Nosferatu's Tidal Wave

What do you guys think?

Ninja_Prawn
2015-11-05, 04:19 PM
I have also added a new spell:

Nosferatu's Tidal Wave

What do you guys think?

I like it. I'm AFB (my books are literally 3,800 miles away right now) so I can't check the damage, but it looks alright.

And thanks for the credit! For the record, my signature colour on these fora is Magenta (FF00FF), and my preferred pronoun is them/they/their. But you know, whatever.

Korasyl
2015-11-05, 05:43 PM
I like it. I'm AFB (my books are literally 3,800 miles away right now) so I can't check the damage, but it looks alright.

And thanks for the credit! For the record, my signature colour on these fora is Magenta (FF00FF), and my preferred pronoun is them/they/their. But you know, whatever.

Thanks! ^-^
And apologies. cx I'll fix that right up.

EDIT: As well, I'm gonna start on the Sanguine Powers, and Bloodlines. ^^ Sanguine Powers are pretty much just Metamagic Feats that require Vitae, but I wanna see if can make some original ones. I already have one called Mirv Spell.

Korasyl
2015-11-08, 02:48 PM
A new addition has been added:

Sanguine Amplifiers

Tell me what you guys think! :D

Korasyl
2015-11-10, 02:04 PM
Hey, everyone! It's me again, here with another update!

The Bloodline's for this class has been added, though the Bloodline Traits have yet to be established.

The Bloodline feats only go up to Level 6 at the moment, but I want all of your opinions on what is there.

^^ DANKE~

EDIT: The Traits have been removed, as to simplify the class. Now only Bloodline bonuses and abilities are available. :P

AvatarVecna
2015-11-10, 05:05 PM
I can't honestly say I'd ever play this, or allow a player to play it in one of my games. The spellcasting mechanic is very different from how it generally works in 5e, and not having to learn new sub-systems every step of the way is one of the benefits of playing 5e, especially when it's hard to really break magic the way it's presented in Core, and how relatively easily this can break the spellcasting progression.

Not a fan, I guess is my point.

Korasyl
2015-11-10, 06:03 PM
I can't honestly say I'd ever play this, or allow a player to play it in one of my games. The spellcasting mechanic is very different from how it generally works in 5e, and not having to learn new sub-systems every step of the way is one of the benefits of playing 5e, especially when it's hard to really break magic the way it's presented in Core, and how relatively easily this can break the spellcasting progression.

Not a fan, I guess is my point.

Understood. ^-^ Granted, the whole premise of this class was to implement something entirely new to the game of D&D, for original purposes, but everyone is entitled to their own opinion.
Some people just won't like this.

Thanks for the review, Vecna. ^^ It will definitely give me some insight on to how I will brew other things. :3

Ninja_Prawn
2015-11-11, 07:03 PM
Just had a look at the bloodlines stuff. My impression is that it's kind of bland and uninspiring, apart from Once More and Crimson Helper, which look way overpowered.

And I do intend to finish off the spells. I've just been kinda busy this week.

Flashy
2015-11-11, 07:14 PM
My impression is that it's kind of bland and uninspiring, apart from Once More and Crimson Helper, which look way overpowered.

The +1 ability with new max at 22 feature and advantage on literally d20 linked to that ability feature are also both crazy overpowered. The advantage more than the ability cap increase (though the ability cap increase does come way too early in the class progression).

Cassious
2015-11-13, 02:56 PM
The +1 ability with new max at 22 feature and advantage on literally d20 linked to that ability feature are also both crazy overpowered. The advantage more than the ability cap increase (though the ability cap increase does come way too early in the class progression).

On the archetype front the ability score boosting chain of features should probably be just one archetype where you chose any one ability score rather than having three archetypes that replicate the same benefits just applied to different stats. As is, each archetype has only 2 unique features, which makes it hard in my mind to justify a whole archetype.

That said; I’m not keen on the implementation of the 6th, 12th and 18th level features as you basically become God of one stat.

Blanket advantage on almost everything for one stat is crazy strong particularly on saves, but much less fun then convincing your GM to give you advantage on a skill check for clever playing.
Blanket double proficiency for one stat is ether fairly bland or “I have more expertise then the party rogue” depending on if you have proficiency in skills with that stat and can get silly good combined with the above mentioned auto-advantage.
Unlimited auto-win on one save is quite strong, and also kills a lot of tension when you can ignore 1/6th or more of adverse conditions.

Also some ability scores are better choices then others with this feature depending on associated skills and how commonly that save type comes up.

None of these abilities feel like they are playing to the classes’ party roll as a damage caster or interact with the classes’ main mechanics in an interesting way and end up feeling static rather than dynamic. More abilities like Dark Protector and Crimson Helper are the way to go in my opinion, both flavorful and dynamic in a way that alters how the class plays.

If you are set on the ability score approach though, I would give the 6th 12th and 18th level abilities a limited daily use based on short or long rest to balance them out. 1 auto-save per day is still a decent ability.

This criticism probably looks kind of harsh but I assure you, it’s meant in the best possible way, I think the core of the class is defiantly coming along so keep up the good work mate.

muhitsmrana99
2015-11-13, 04:12 PM
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Korasyl
2015-11-13, 04:24 PM
The +1 ability with new max at 22 feature and advantage on literally d20 linked to that ability feature are also both crazy overpowered. The advantage more than the ability cap increase (though the ability cap increase does come way too early in the class progression).


Just had a look at the bloodlines stuff. My impression is that it's kind of bland and uninspiring, apart from Once More and Crimson Helper, which look way overpowered.

And I do intend to finish off the spells. I've just been kinda busy this week.


On the archetype front the ability score boosting chain of features should probably be just one archetype where you chose any one ability score rather than having three archetypes that replicate the same benefits just applied to different stats. As is, each archetype has only 2 unique features, which makes it hard in my mind to justify a whole archetype.

That said; I’m not keen on the implementation of the 6th, 12th and 18th level features as you basically become God of one stat.

Blanket advantage on almost everything for one stat is crazy strong particularly on saves, but much less fun then convincing your GM to give you advantage on a skill check for clever playing.
Blanket double proficiency for one stat is ether fairly bland or “I have more expertise then the party rogue” depending on if you have proficiency in skills with that stat and can get silly good combined with the above mentioned auto-advantage.
Unlimited auto-win on one save is quite strong, and also kills a lot of tension when you can ignore 1/6th or more of adverse conditions.

Also some ability scores are better choices then others with this feature depending on associated skills and how commonly that save type comes up.

None of these abilities feel like they are playing to the classes’ party roll as a damage caster or interact with the classes’ main mechanics in an interesting way and end up feeling static rather than dynamic. More abilities like Dark Protector and Crimson Helper are the way to go in my opinion, both flavorful and dynamic in a way that alters how the class plays.

If you are set on the ability score approach though, I would give the 6th 12th and 18th level abilities a limited daily use based on short or long rest to balance them out. 1 auto-save per day is still a decent ability.

This criticism probably looks kind of harsh but I assure you, it’s meant in the best possible way, I think the core of the class is defiantly coming along so keep up the good work mate.



Alright, I can see where you three are coming from. ^^ To be quite honest, the whole ability-score Jargin came from a friend of mine, who thought it might have been rather useful. However, upon reading each of these, it is pretty obvious that it's way too over-powered.

I do want to keep the special abilities that I had added. (Crimson Helper, Dark Protector, etc..) But I will be definitely removing the Max Cap increase. The earliest Stat Max Increase is past Level 10, that I could find.

Basically, I'm wanting to go into the lines of having three different types of Sangromancers:
Although they are all meant to be damage dealers, there are many players who LOVE to beat the ever-loving hell out of enemies with brute force.
Others prefer to snipe away with spells, never getting touched as they laugh from a distance.
Yet others.. (Like myself, sometimes) prefer to take out enemies up-close and hidden, where I can make a quick, safe getaway.


To be honest, instead of these attribute traits, I was thinking of implementing the Spell Modifiers that Warlocks get. (Like Agonizing Blast, Eldritch Spear, Etc..) but I basically had a Brewer's Block when I thought about it.

What do you guys think?

EDIT: I really appreciate the critique and help you guys are giving me. ^^ I REALLY want this to be a legible class~
Thank you guys. ^-^

Cassious
2015-11-13, 06:23 PM
Basically, I'm wanting to go into the lines of having three different types of Sangromancers:
Although they are all meant to be damage dealers, there are many players who LOVE to beat the ever-loving hell out of enemies with brute force.
Others prefer to snipe away with spells, never getting touched as they laugh from a distance.
Yet others.. (Like myself, sometimes) prefer to take out enemies up-close and hidden, where I can make a quick, safe getaway.


To be honest, instead of these attribute traits, I was thinking of implementing the Spell Modifiers that Warlocks get. (Like Agonizing Blast, Eldritch Spear, Etc..) but I basically had a Brewer's Block when I thought about it.

What do you guys think?

EDIT: I really appreciate the critique and help you guys are giving me. ^^ I REALLY want this to be a legible class~
Thank you guys. ^-^

I think Spell modifiers are a better direction to go in but don’t feel each archetype has to be built the same way. As long as power level is equivalent they can have quite different befits, a good example is the bard colleges.

From my perspective a good Archetype should do two things:

fill a conceptual niche
give mechanical benefits that alters how the class plays



In your last post you give a couple of different play styles of how you see people playing the class. I would suggest mapping each particular play style to an archetype, and work on features that rewards/ facilitates that play style.

For example make one Archetype reward being a ranged blaster with damage buff to ranged powers and another Archetype could helps the class perform at melee range with mobility or added toughness. Peg out your concepts then builds your features around that.

Ninja_Prawn
2015-11-15, 02:55 PM
Okay, I've added two more spells (Puppet and Mass Puppet). They're based on the Dominate X spells, but a bit more limited (hence the lower spell level and possibility of a 'Mass' version). I've also cleaned up some of Kora's new spells. I'd like to do another couple of spells before I call it a day, especially at 7th and 8th level. I'll have to see what else I can think of.

Korasyl
2015-11-18, 03:03 PM
Okay, I've added two more spells (Puppet and Mass Puppet). They're based on the Dominate X spells, but a bit more limited (hence the lower spell level and possibility of a 'Mass' version). I've also cleaned up some of Kora's new spells. I'd like to do another couple of spells before I call it a day, especially at 7th and 8th level. I'll have to see what else I can think of.

I like the idea for the Puppet and Mass Puppet. ^-^ It could seriously grant a Sangromancer an advantage, provided the target fails its saving throw.



However, for the Mass Puppet: (And correct me if I'm wrong.)

1) From what I read, you can only control a creature on your turn, correct?

2) Typically, a turn lasts for 6 seconds.. And after everyone goes, the round is over, right?

3) If that's the case, and only 1 creature puppetized can make an action on your turn... Since their under your control, wouldn't a single creature making an action count the end of your turn? And if that's the case, then the round is over, since the only viable turn is YOURS..

4) What I'm saying is, i think the duration for Mass Puppet should be increased. For reasons, the way I'm reading it says that though you control multiple creatures, only 1 creature can be used before the spell ends. ^-^" At least, that's how I'm reading it. I might be reading it wrong, or I'm just dense, lol.


Also, I'm working on a new idea for each Bloodline. ^^ Ill be putting up examples in a bit.

ALSO!

For Spell Ideas...

How about spells that tie into the Mass Damage Category?
For instance, I have a small description for two spells:



The Sangromancer spins his arms in a whirlwind motion, just as slivers of crimson begin to swirl about him in a maelstrom of red flashes. The main Guard snickered at the trick, his face smirking in a coy grin...

And that same grin remained on his face as his head was severed from his body, while his body was slashed to bits by the whirling tornado of crimson blades that sliced up the air as they spun.

Smiling evilly, the Sangromancer slowly advanced, the horrid storm of blood following him as he stalked towards the rest of the guards.



Or maybe:



The Sangromancer raised his palm towards the warrior, just as the blood from the bodies of his fallen comrades shot from each corpse, desiccating the bodies as it rose into the air above the Sangromancer. As the ribbons of crimson swirled about, a dense, tiny ball began to form at the center of the swirling mass. Once all of the blood was transferred to the diminutive sphere, the Sangromancer pointed it at the warrior, who had barely any time to react before the massively dense, tiny ball slammed into him, crushing his body with 12 Tons of weight.


Maybe this gives you a few ideas?

Ninja_Prawn
2015-11-18, 03:24 PM
However, for the Mass Puppet: (And correct me if I'm wrong.)

1) From what I read, you can only control a creature on your turn, correct?

2) Typically, a turn lasts for 6 seconds.. And after everyone goes, the round is over, right?

3) If that's the case, and only 1 creature puppetized can make an action on your turn... Since their under your control, wouldn't a single creature making an action count the end of your turn? And if that's the case, then the round is over, since the only viable turn is YOURS..

4) What I'm saying is, i think the duration for Mass Puppet should be increased. For reasons, the way I'm reading it says that though you control multiple creatures, only 1 creature can be used before the spell ends. ^-^" At least, that's how I'm reading it. I might be reading it wrong, or I'm just dense, lol.

Some clarifications:

1. You control the targets for the duration. They act on your turn, but can take a reaction on other turns (1 reaction per round between you and your puppets).

2. Yes.

3. You seem to be assuming that there are no other party members or non-puppetised enemies. If that were the case, yes the combat is effectively over - which I feel is appropriate for a 9th-level spell. But that's not likely to happen in serious combats.

Also note that you could share your action, movement, bonus action and object interaction between four different puppets on the same turn. There's nothing to say you have to stick to the same 4 next turn.

4. The duration is 1 minute. That's 10 rounds - longer than most combats. The aim of the spell is to be a short-term domination effect to turn specific combats, so 1 minute with concentration is the obvious choice.

Korasyl
2015-11-18, 03:56 PM
4. The duration is 1 minute. That's 10 rounds - longer than most combats.

That being said, what if there is more than 10 people within an encounter? If each turn lasts roughly 6 seconds, and lets say there are 3 party members and 9 enemies free of the puppetting...?

But other than that, it's clearer to me. ^^ Thank you.

Ninja_Prawn
2015-11-18, 04:09 PM
That being said, what if there is more than 10 people within an encounter? If each turn lasts roughly 6 seconds, and lets say there are 3 party members and 9 enemies free of the puppetting...?

But other than that, it's clearer to me. ^^ Thank you.

I think you may be misunderstanding the distinction between a turn and a round. A round is six seconds, regardless of how many turns it contains. If D&D combat were filmed, all the turns would happen simultaneously and 'initiative order' wouldn't really exist. Turns are a necessary break from reality in order to make the game playable on the tabletop.

Korasyl
2015-11-18, 04:25 PM
I think you may be misunderstanding the distinction between a turn and a round. A round is six seconds, regardless of how many turns it contains. If D&D combat were filmed, all the turns would happen simultaneously and 'initiative order' wouldn't really exist. Turns are a necessary break from reality in order to make the game playable on the tabletop.

-facepalm-
Various Gods, what has Tyler put in my head...?

Alright, I understand now. XD Thank you, lol.

Sp8ke
2016-11-06, 09:12 PM
Is this still being made? I'd love to see it complete one day.