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MoleMage
2019-08-05, 08:52 AM
Welcome to the seventh homebrew base class competition. The goal here is to create an original base class for 5th edition Dungeons and Dragons. Please only place the your class submissions in this thread and leave other comments for the chat thread. The rules for the contest are as follows.


1) The class you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period. This contest, the theme is Magic Without Slots. Create a magically-capable base class which does not use spell-slot casting. Whether that means making your own mechanic, or using existing subsystems such as spell points is up to you.


2) You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
3) When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for you class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
4) You may use other homebrew content (such as feats, spells, magical items and monsters) or even features to supplement your class, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creation will disqualify you from entry in the current contest.
5) Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on September 29. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
6) Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
7) Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.


Keep in mind that this contest is entirely for recreational purposes and there is no reward (aside from bragging rights) for someone who succeeds. Let us begin!


Chat Thread: http://www.giantitp.com/forums/showthread.php?594570-D-amp-D-5e-Base-Class-Contest-VIII-Chat-Thread&p=24070925#post24070925

moonfly7
2019-08-05, 02:24 PM
The Runetracer

A half elf stands on a hill over a battlefield, his hands moving so fast they are a blur, tracing glyphs and symbols in the air to aid his countries armies. A dwarf stands beside his comrades in the thick of fighting, deflecting arrows with quickly drawn and perfectly placed glowing runes. A half orc slings fire blasts of an ancient alphabet as he carves his way into the fray to rescue his comrades, moving with the grace of a dancer. A short halfling leafs through ancient tomes in a dragon's library, as his friends distract the beast. Just as all hope seems lost he finds what he is searching for, and his hands begin their magical dance once more.
All of these are examples of ruin tracer’s, individuals who search out the ancient scripts that were used to write the rules of the universe. These brave men and women carve their glowing runes into the air using complex motions and movements, almost like a beautiful, complex dance. This practice is highly dangerous, as any mistake or hesitation on the tracers part as they make these mysterious patterns, could result in disastrous consequences.

To create a Rune Tracer quickly, first, take the hermit or sage background. Next, make your highest stat Dexterity, and the second highest intelligence.
Class features
As a Rune Tracer, you gain the following class features.
Hit dice: 1d6 per Rune tracer level
Hit Points at 1st level: 6+your constitution modifier
Hit Points at Higher Levels: 1d6 (or 3) + your Constitution modifier per Rune Tracer level after 1st
Proficiencies
Armour: none
Weapons: simple weapons
Tools: scribes tools, calligraphers supplies
Saving throws: Dexterity, Intelligence
Skills: choose three from arcana, history, investigation, insight, acrobatics, perception, sleight of hand, and medicine
Equipment
You start with this equipment including the equipment granted by your background:
(a) A pair of Rune Tracer gloves or (b) ten rune tracer rings, or (c) an arcane focus
(a) A dagger and one simple weapon or (b) two simple weapons
Scribes tools and calligraphers supplies, enough ink and fine parchment for three spell scrolls
Or 4d4 x 10 starting gold
Features

Rune Tracer spell casting
Rune Tracer’s spend their whole lives searching out the ancient glyphs and texts that house the oftentimes heavily encoded language of the universe. At 1st level, rune tracers gain the ability to draw runes in the air, bending reality and space using these ancient symbols, carved into the air with precision and skill to cast spells. When casting a spell, a rune tracer does not expend spell slots like other classes, instead, a rune tracer makes a dexterity check against a spell casting DC equal to 10+ the spells level. If a rune tracer fails this save, they take 1d6 non-avoidable force damage per level of the spell cast, and the spell fails. This force damage ignores resistances and immunities. When casting a spell that requires the user to concentrate on it for the duration, the rune tracer must make a dexterity check at the beginning of every turn to maintain the spell. If the runtracer takes damage, they must make a dexterity saving throw against the usual DC instead of a Constitution saving throw. Additionally, a rune tracer does not have to perform any components for a spell besides material and somatic components, however, if a spell has no somatic components, the rune tracer must perform a somatic component to use the spell, effectively replacing the original components with somatic ones. The maximum level spell a Runetracer can cast is shown in the max spell level column of the Rune Tracer chart.

Rune tracer cantrips
A rune tracer knows two cantrips at first level, this number increases as shown in the cantrips known column of the rune tracer table. The DC for a rune tracer cantrip is always ten, and a failure on a check to cast a rune tracer cantrip deals no damage, although the spell is still lost.

Spells known of first level and higher
Rune Tracers do not affix spells in their minds, or keep books to record the knowledge of spells, instead, Rune Tracers practice spells over and over until their body has perfect muscle memory of the elaborate rune’s that must be drawn in the air to cast them. Because of this, Runetracers have a limited number of spells known, as shown in the spells known column of the Rune Tracer chart. At first level, a Rune tracer knows 2 spells of first level. A Rune Tracer may change the spells it knows every time it gains a level in this class.

BerzerkerUnit
2019-08-05, 05:30 PM
The Calligrapher

Link to pdf via googledrive:

Calligrapher Final
(https://drive.google.com/open?id=1IElRJ4w9vtIhNyG2u7UG328JAqueQean)

Bonus! Since the contest is over I've added a Fighter Archetype: Slashing Stroke Master to the end of the document. That may have jacked up the link above because I'm a terrible file namer with no idea what the word Final means.

Here's the Calligrapher with a bonus Fighter Archetype that uses Words of Power!
(https://drive.google.com/file/d/1CwLx0jb8MDD6VDGSxO31ukys9MPM69ec/view?usp=sharing)
Added some tweaks based on feedback, art, and formatting changes. Feels good to be done, I hope you like it.

Note: In play you will probably spend as much time buffing an ally's spells or weapons as you will conjuring elemental effects and so on.

You draft Testaments into a spellbook using Words of Power, fragments of the Truespeech that describes the Tapestry of Destiny as it unfolds. These Testaments can alter reality in limited but potent ways. The mortal frame is unsuited to speaking the Truespeech, but a deft hand can just barely scribe its most basic vocabulary in time to impact how the universe will remember an event having occurred. Those that practice this art are called Calligraphers.

Note: I think you could change "Calligraphy Tool Check" to Perform check, swap the expertise in Calligraphy to Perform and have a completely serviceable base for the Truenamer. Though new subclasses are probably warranted. In fact, I might write up a Truenamer subclass for the Calligrapher.

The more reality is stretched, the more challenging a given Word becomes to scribe. Fortunately a Calligrapher can always draft Simple Testaments that use only a single Word of Power, but their greatest strength rests in their ability to place several such Words in powerful Complex Testaments that can affect multiple creatures or wide areas. The more Words in a Testament, the more potent the Testament's basic effects.

Early in the Calligrapher's career they develop a unique Aesthetic which impacts how they record their Testament.

Illuminators decorate their Testaments with elaborate illustrations in the margins, transforming their Words of Power into powerful icons that can come to life. Near the peak of their power they discover the Word of Power: Image, becoming capable of crafting powerful temporary duplicates of whatever they describe.

Codexes record their Testaments in a complex personal code which can confound even the Universe to their meaning. Later revealing the meaning unleashes the effect of their Testament. They can study patterns in their own Testaments to glean insight into the future. Near the peak of their power they discover the Words of Power: Secret and Known, which can obfuscate or reveal nearly anything.

Runekeepers learn Runic Forms of the most basic elemental forces and aspects of existence. These Runic Forms empower their elemental effects and can even protect allies and equipment from their more destructive effects. Near the peak of their power they discover the Word of Power: Calamity, the first Word used to describe the storm of energies that accompanied the birth of the universe.

Scrimshanders hearken back to the earliest forms of recording information, learning to write in their own blood, facilitating the creation of Complex Testaments, and crafting potent Undead called Walking Tomes from the remains of their enemies. Near the peak of their power they discover the Words of Power: Pure and Corrupt, capable of shattering curses, destroying impure creatures, hallowing an area, or creating corrupt energies that pierce the defenses of creatures even immune to the effect.

Fnissalot
2019-08-06, 03:56 PM
Hit dice are underused in my games, probably due to that we have unknowingly houseruled that you regain all of them on a long rest. The mortifier is inspired by blood worms in blade of the immortal, maho in legend of the five rings, bloodbending in avatar the last airbender, and Vladimir in league of legends.

Mortifier
A hit-dice spending spell 3/4 caster progression with spell points comparable to a full caster and a weird reliance on both int and con.
Blood drips from the gash in the gnomes tunic. She calmly raises the scalpel while not breaking eye-contact with the confused hob-goblin in front of her. Its blade had not yet connected. The drops of blood on the edge of the gnome's blade paints a pattern in the air. The floating sign, written in blood, glimmers as the hob-goblin starts to writhe in pain, contorting into a broken pile as it falls to the ground. The gnome smiles. The blood doesn't drip anymore. Her wound crawls and creeps as if it was alive, trying to suture itself up. The sanguine beads rises from the floor and begins to arc around her, like small shiny red moons. Her small stature has enough blood remaining to take them all out.

Mortifiers are schoolars of the dormant power with their own blood. Dedication and practice is not enough to master blood magic, as the mental and physical toll is a risk to their lives. The difference between an fledgling mortifier and an expert, is not only in the powers they can command, but the tired gaze that wonders if it is time to let it all pass.

Creating a Mortifier
A mortifier is not someone that just decides to go down this dark path. At some point they found the magic within them and started searching for a way to control or harness it. They never thought that they would give in to this dark path. How did it happened? Was there an accident where you miraculously survived, or did the village healer curse the dark omens they saw within you? Did you find a grimoire on the black arts, felt your blood drawing you towards places of power, or watched as your blood danced while you were bleeding out on the battlefield?

What changed that caused you to stop studying your own limits and lead towards a life of adventure? Did the village mob force you away due to fear? Did the nearby cult want to sacrifice you over and over to dark gods? Did your blood start leave messages to you while you slept, or did you just want new victims to test your powers on?

Quickbuild
You can make a mortifier quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Some mortifiers prioritize Constitution over Intelligence. Second, choose the sage background. Third, choose chill touch and spare the dying as cantrips.


In order to multiclass into or out of mortifier, you must possess an Intelligence score and a Constitution score of at least 13.





Level
Proficiency Bonus
Features
Spells Known
Max Spell Level


1st
+2
Blood Cantrips (1 thp), Sanguine Anathema
-
-


2nd
+2
Mortificated Magic, Rapid Renewal
2
1st


3rd
+2
Mortifier Archetype
3
1st


4th
+2
Ability Score Improvement
4
2nd


5th
+3
Blood Cantrips (2 thp), Reinforced Bloodflow
5
2nd


6th
+3
Archetype Feature
6
2nd


7th
+3
-
7
3rd


8th
+3
Ability Score Improvement
8
3rd


9th
+4
Healing Factor, Leechblood
9
3th


10th
+4
-
10
4th


11th
+4
Blood Cantrips (3 thp), Spellcraft Donor
11
4th


12th
+4
Ability Score Improvement
12
5th


13th
+5
Repairing Animation
12
5th


14th
+5
Archetype Feature
12
5th


15th
+5
-
13
6th


16th
+5
Ability Score Improvement
13
6th


17th
+6
Blood Cantrips (4 thp), Slithering Blood
13
6th


18th
+6
-
14
7th


19th
+6
Ability Score Improvement
14
7th


20th
+6
Archetype Feature
14
7th




HIT POINTS
Hit Dice: 1d8 per mortifier level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mortifier level after 1st

PROFICIENCIES
Armor: Light Armor
Weapons: Simple Melee Weapons
Tools: None

Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Insight, Intimidation, Investigation, Medicine, Nature, or Religion.

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


Blood Cantrips
At 1st level, you know three cantrips: Shape Water and two others from the mortifier spell list. When you cast Shape Water, you may instead of water choose areas of blood that you can see.

In addition, when you deal damage to a creature with a mortifier cantrip, you gain 1 temporary hit point. The temporary hit points gained from cantrips increases by one at mortifier levels 5(2), 11(3), and 17(4).

Sanguine Anathema
At 1st level, your touch can agitate and cause irritation as your blood pierces through the skin.

As an action, you can touch a creature that is not hostile towards you. They must make a Constitution saving throw against your spell save DC or have disadvantage on skill checks as they are preoccupied with the fizzling sensation. The effect lasts for a number of rounds equal to your mortifier level.

After being affected by this, the creature will try to avoid you and will become hostile towards you if you try to touch it again.

You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses.

Mortificated Magic
Starting at 2nd level, through your studies you have found the latent magic nestling in your blood.

Preparing and Casting Spells
To cast a mortifier spell of first level or higher, you must expend a number of blood points based on the spell’s level. Each spell has a point cost based on its level. The Blood Point Cost table summarizes the costs in blood points of slots from 1st to 7th level. You gain a pool of blood points which you fill with blood points by expending hit dice. You expend a number of blood points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your blood point total to less than 0.

As a bonus action, you may expend a mortifier hit die draining blood from your body using a piercing or slashing weapon. When you do, you gain blood points equal to the result. These and any blood points you currently have last for 1 hour. The drained blood animates around you for the duration.



Spell Level
1
2
3
4
5
6
7


Blood Point Cost
2
3
5
6
7
9
10




Spells of 6th and 7th level are particularly taxing to cast. You can use blood points to create one slot of each level of 6th or 7th. You can't create another slot of the same level until you finish a long rest. Your level determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.

Spells Known of 1st Level and Higher
You know two 1st-level Spells of your choice from the mortifier spell list.

You learn an additional mortifier spell of your choice at each level except 13th, 14th, 16th, 17th, 19th, and 20th. Each of these Spells must be of your max spell level or less. For instance, when you reach 4rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Mortifier Spells you know and replace it with another spell from the mortifier spell list, which also must be of your max spell level or less.

Spellcasting Ability
Intelligence is your spellcasting ability for your mortifier spells. The power of your spells comes from extracting the latent arcane energies in your blood. You use your Intelligence whenever a mortifier spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mortifier spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast a mortifier spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a one-handed slashing or piercing weapon as a spellcasting focus for your mortifer spells.

Rapid Renewal
Starting at 2nd level, at the end of a long rest, you regain all mortifier hit dice instead of half of them.

Reinforced Bloodflow
Starting at 5th level, after you spend a hit die to gain blood points and the result of the die is less then your constitution modifier, you regain that hit die.

Healing Factor
At 9th level, your blood helps you heal yourself and others. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points are restored, you can spend 1 blood points to reroll one of those dice once. You can use this feature only once per turn.

In addition, whenever another character causes you to restore hit points, you may use your reaction to regain additional hit points equal to your Constitution modifier.

Leechblood
Starting at 9th level, when you make a wisdom (Medicine) check, you may expend 2 blood points to gain advantage on the check.

Spellcraft Donor
At 11th level, you have foundd how the arcane energies can linger in fresh corpses. When a creature that has cast a spell within the last minute and is within 10 feet of you is reduced to 0 hit points, you may use your reaction to drain its blood. If you do, you can cast the last spell that creature cast as an action without spending blood points. After 1 minute or once you cast the spell, you can't cast that spell any longer this way.

Once you use this feature, you can't use it again until you finish a long rest.

Repairing Animation
Starting at 13th level, your blood begins repairing severe lacerations. If you put a severed body part of yours back in place while you regain hit points, the part reattaches.

Once you use this feature, you can't use it again until you finish a short or long rest.

Slithering Blood
Beginning at 17th level, your blood slither as it tries to keep you intact. When you are reduced to 0 hit points, you can expend 1 hit die (no action required). Roll the dice and add your Constitution modifier. You have that many hit points instead.

In addition, if you are in an Antimagic Field at the start of your turn, you take 1d8 force damage as the magic in your blood is suppressed.



Use your blood to create blood golems.

Blood Conduit
At 3rd level, your expertise in animating your blood lets you create a

Whenever you finish a long rest,you can spend a minute shaping a Blood Conduit in an unoccupied space within 5 feet of you. If you already have a conduit from this feature, the first one immediately dies.

The conduit is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Blood Conduit stat block. You determine the conduit’s appearance; but they are usually shaped into chiseled red crystals or a sanguine flowing mass.

In combat, the conduit does not have its own initiative count. It takes the Dodge action at the end of your turn, unless you take a bonus action to command it to move and take one of the actions in its stat block or to take the Dash, Disengage, or Help action.

When you Cast a Spell and you see the target of the spell, your conduit can deliver the spell as if it had cast the spell. If the spell requires an Attack roll, you use your Attack modifier for the roll.

If the shape water spell is cast on it, you can expend two of your hit dice to have it regain hit points. Roll the dice and it regains that many hit points. If it has died within the last hour, you can use an minute and expend to 3 hit dice to reshape it from its remains. The conduit returns to life with all its hit points restored.


Blood Conduit
Small Construct, Neutral
Armor Class 13 + your Constitution modifier.
Hit Points equal to five times your level in this class + your Constitution modifier.
Speed 30 ft


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


8
16
10
4
10
4



Skills
Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks.
Condition Immunities Exhaustion, Grappled, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses blindsight 10 ft, passive perception 10
Languages understands the languages you speak
Challenge n/a
Shaper's Blood
The following numbers increase by 1 when your proficiency bonus increases by 1: the conduit’s skill bonuses, and the bonuses to hit and damage of its attack.
Liquid Form
While the conduit is in its liquid form, it can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Crystal Form
While the conduit is in its crystal form, it is immune to any spell or effect that would alter its form unless you allow it.
Actions (Requires Your Bonus Action)
Slam Melee Weapon Attack: +5 to hit, reach 5 ft., one target you can see. Hit: 1d8+3 bludgeoning damage.

Change Form
The conduit changes between its crystal and liquid form, gaining the benefit of that form.


Distributed Control
Starting at 6th level, your command over the conduit has increased. Whenever you spend a hit die to regain blood points, you may also command the blood conduit as if you spent a bonus action to do so.

In addition, after you spend hit dice to restore hit points to your conduit, you regain one hit die if both of the results are less than your constitution modifier.

Improved Conduit
At 14th level, the blood in the conduit helps fueling your magic. After a spell of first level or higher is delivered through the conduit, the conduit can use its reaction to make a melee attack.

In addition, you can make any spell you cast that Targets only you also target your conduit.

Sanguine Clone
Starting at 20th level, you begin shaping clones of yourself. You may expend 3 hit dies to cast Clone once without expending a spell slot or blood points. You must finish a long rest before you can do so again.


Control the blood in your friends and enemies as you control and enhance them.


Blood Manipulator
Starting at 3rd level, your mastery lets you bend the blood in those around you. When you cast a transmutation or enchantment spell at one or more creatures that is not a construct or undead, you may do one of the following.

If the spell has a duration of 1 minute or longer, you can spend 1 blood point to double its duration, to a maximum duration of 24 hours.
If the spell forces a creature to make a saving throw to resist its effects, you can spend 3 blood points to give one target of the spell disadvantage on its first saving throw made against the spell.
If you target another creature, you can spend 2 blood point to give one target temporary hit points equal to your Constitution modifier until the spell ends.


Living Puppets
Starting at 6th level, their blood makes them a puppet to you. You can cast Crown of Madness at will without expending a spell slot or material components. You must finish a long rest before you can use this feature on the same creature again. If you cast the spell this way, on subsequent turns, you can use a bonus action instead of an action to maintain control over the target.

Enhanced Blood
At 14th level, your blood boosts the abilities of those it affects. When you cast a transmutation spell that requires concentration at another creature, you may spend 2 blood points to give the target of the spell advantage on one type of checks. If you do, choose one ability score, that creature have advangtage on that type of ability checks while you concentrate at the spell.

Mortified Mind
Starting at 20th level, you may expend 3 hit dies to cast Feeblemind once without expending a spell slot or blood points. You must finish a long rest before you can do so again.


Reinforce your animated blood as a way to protect yourself and others.

Barrier of Blood
At 3rd level, the animated blood around begin forming itself as a protective barrier. While you have any blood points, you gain a base AC of 10 + your Constitution modifier if you aren’t wearing armor, and while you are wear light armor, you may add your Constitution modifier instead of your Dexterity modifier to the armor's AC.

Sanguine Aegis
At 6th level, when you take damage, you may use your reaction to do one of the following.

If you are concentrating on a spell, you can spend 2 blood points to gain advantage on the Concentration Saving throw.
You can spend 2 points to be resistant to the damage.
The next abjuration spell you cast before the end of your next turn cost 1 less blood point.


Flagellant's Safeguard
At 14th level, when you cast an abjuration spell, you gain temporary health point equal to half of the blood points spent to cast the spell rounded down.

Bloodshielded Mind
Starting at 20th level, you may expend 3 hit dies to cast Mind Blank once without expending a spell slot or blood points. You must finish a long rest before you can do so again.




Cantrips;

Blade Ward
Chill Touch
Friends
Frostbite
Message
Primal Savagery
Resistance
Spare the Dying

1st level;

Armor of Agathys
Bane
Bless
Cause Fear
Charm Person
Command
Heroism
Inflict Wounds
Jump
Longstrider
Ray of Sickness
Shield
Sleep

2nd level;

Aid
Alter Self
Barkskin
Calm Emotions
Crown of Madness
Darkvision
Enhance Ability
Enlarge Reduce
Enthrall
Gentle Repose
Hold Person
Lesser Restoration
Protection from Poison
Suggestion
Zone of Truth

3rd level;

Bestow Curse
Catnap
Counterspell
Dispel Magic
Feign Death
Haste
Life Transference
Nondetection
Remove Curse
Revivify
Slow
Vampiric Touch

4th level;

Blight
Charm Monster
Compulsion
Confusion
Death Ward
Dominate Beast
Freedom of Movement
Stoneskin

5th level;

Animate Objects
Awaken
Contagion
Dominate Person
Enervation
Geas
Greater Restoration
Hold Monster
Modify Memory
Skill Empowerment
Synaptic Static

6th level;

Circle of Death
Create Homonculus
Disintegrate
Harm
Irresistible Dance
Mass Suggestion
Tenser's Transformation

7th level;

Finger of Death
Regenerate
Resurrection
Sequester
Symbol




Reinforced bloodflow combined with the limited spell points per bonus action is the thing that I think makes this interesting. Rolling a high roll gets you a quick increase in spell points but lowing a low roll lets you keep the hit die. You can always burn hit dice preemptively but then you loose them if you take a short rest or won't have enough to heal when you rest. Most Mortifiers will probably burn a few hit dice right away to have some spell points to work with but it is a risk/reward mechanic you need to balance.

Mean spell points per level and con mod
Measured from at most 8 successive rolls on a hit die. The mean values should be slightly higher than they are now.



Level
1 con or less
2 con
3 con
4 con
5 con
DMG Spell points variant


1
-
-
-
-
-
4


2
9
9
9
9
9
6


3
13.5
13.5
13.5
13.5
13.5
14


4
18
18
18
18
18
17


5
22.5
25.7
30
36
48.8
27


6
27
30.84
36
43.2
53.76
32


7
31.5
35.98
42
50.4
62.72
38


8
36
41.72
48
57.6
71.68
44


9
40.5
46.26
54
64.8
80.64
57


10
45
51.4
60
72
89.6
64


11
49.5
56.54
66
79.2
98.56
73


12
54
61.68
72
86.4
107.52
73


13
58.5
66.82
78
93.6
116.48
83


14
63
71.96
84
100.8
125.44
83


15
67.5
77.1
90
108
134.4
94


16
72
82.24
96
115.2
143.36
94


17
76.5
87.38
102
122.4
152.32
107


18
81
92.52
108
129.6
161.28
114


19
85.5
97.66
114
136.8
170.24
123


20
90
102.8
120
144
179.2
133



https://i.imgur.com/TNWoUXO.png
* The text for each line should say explodes up to and excluding #.


function: explode N:n {
if N < THRESHOLD { result: N + [explode d8] }
result: N
}
set "maximum function depth" to 8
loop THRESHOLD over {1..5} {
output [explode d8] named "explode on at least [THRESHOLD] con"
}
https://anydice.com/program/172ff

theVoidWatches
2019-08-08, 04:21 PM
Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
Spell Dice


1st
+2
Spell Dice, Arcane Reclamation
3
6
2d4


2nd
+2
Arcane Analysis, Spellshifting
3
7
2d4


3rd
+2
Arcane Archetype
3
8
2d6


4th
+2
Ability Score Improvement
3
9
2d6


5th
+3
Counterclaim
3
10
2d8


6th
+3
Arcane Archetype Feature
4
11
2d8


7th
+3
Perfect Counter
4
12
2d10


8th
+3
Ability Score Improvement
4
13
2d10


9th
+4
Excess Energy
4
14
2d12


10th
+4
Arcane Archetype Feature
4
15
2d12


11th
+4
Arcane Secret (6th level)
5
15
3d12


12th
+4
Ability Score Improvement
5
16
3d12


13th
+5
Arcane Secret (7th level)
5
16
3d12


14th
+5
Arcane Archetype Feature
5
17
3d12


15th
+5
Arcane Secret (8th level)
5
17
3d12


16th
+5
Ability Score Improvement
6
18
4d12


17th
+6
Arcane Secret (9th level)
6
18
4d12


18th
+6
Arcane Archetype Feature
6
19
4d12


19th
+6
Ability Score Improvement
6
19
4d12


20th
+6
Arcane Infinity
6
20
4d12






As an arcanist, you gain the following class features.
Hit Points
Hit Dice: 1d6 per arcanist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per arcanist level after 1st

Proficiencies
Armor: None
Weapons: Daggers, Darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose three skills from Arcana, History, Insight, Investigation, Medicine, Nature, and Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a quarterstaff or (b) a dagger
(a) a component pouch or (b) an arcane focus
(a) a scholar’s pack or (b) a diplomat’s pack

Spell Dice
Some are lucky enough to have stores of magic of their own to fuel their spellcasting, but you do not. Instead, you have learned to manipulate magic that exists in the world already, taking it for yourself. Instead of spell slots, you have spell dice, which represent magical energy you have spent time gathering and bound together into unformed spells.

Cantrips
You know three cantrips of your choice from the arcanist spell list. You learn additional arcanist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcanist table.

Spell Dice
The Arcanist table shows how many spell dice you have. To cast an arcanist spell of 1st level or higher, you must expend a spell die of the appropriate size or larger as shown on the following table. When you finish a long rest, you lose all spell dice you have and regain the appropriate amount for your level, as seen in the table.
For example, when you are 3th level, you have two six-sided spell dice. To cast the 2nd-level spell Misty Step, you must expend one of these dice.



Spell Dice
Spell Level


d4
1


d6
2


d8
3


d10
4


d12
5




Spells known of 1st Level and Higher
At 1st level, you know six 1st level spells of your choice from the arcanist spell list.
The Spells Known column of the arcanist table shows when you learn more arcanist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than you could cast using the spell dice you have available at that level.
Additionally, when you gain a level in this class, you can choose one of the arcanist spells you know and replace it with another spell from the arcanist spell list, which must also be of a level which you could cast using the spell dice you have available.

Spellcasting Ability
Intelligence is your spellcasting ability for your arcanist spells, so you use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an arcanist spell and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast an arcanist spell as a ritual if that spell has the ritual tag and you know that spell.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your arcanist spells.

Arcane Reclamation
Your focus on controlling the magical energy of the world around you allows you to reclaim magical residue from your own spells, binding it back into a spell die again, if you are quick enough and lucky enough.
When you cast a spell of 1st level or higher using your spell dice, roll the spell die you expended. If you roll the highest number on the die, you gain a spell die of that same level as you expended. If you do not roll the highest number on the die, but roll above the average result for the die, you gain a spell die one size smaller.
For example, if you expend a d8 spell die to cast Fireball, you then roll the d8. If you roll a 6, that is above the average for a d8, but is not the highest result. You therefore gain a d6 spell die.

Arcane Analysis
Beginning at 2nd level, your experience working with ambient magic has become instinctual. You are always considered to be under the effects of the Detect Magic spell.
Additionally, you can cast the Identify spell without expending a spell slot. You may cast Identify this way a number of times equal to your Intelligence Modifier (minimum of once), and regain all expended uses after a long rest.

Arcane Archetype
Beginning at 3rd level, you dedicate yourself to one particular aspect of magic - either sinking further into your mastery of arcane reclamation as a Heirophant, learning to mix magic with combat as a Duskblade, or stealing the magic of others as a Spellthief.
Your Arcane Archetype gives you features at level 3, and again at levels 6, 10, 14, and 18.

Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Counterclaim
You have learned to lay claim to the magical residue of others' spells - while you cannot perfectly use it for your own spells, you can turn it against them. When you are targeted by a spell that requires a saving throw and you make the saving throw, you may as a reaction turn the spell on its caster. They must make a saving throw of the same type as you made against their saving throw DC, or take damage equal to your starting spell dice as shown in the Arcanist table. If the spell you were targeted with would have dealt damage, the damage they take is of the same type - if it would not have done damage, the damage they take is force damage.
When you use this feature, you may choose to expend 1 spell die. If you do so, you take no effects from the triggering spell, even if it would normally have an effect on a successful save. Additionally, the damage your counterclaim deals is increased by the expended spell die.

Perfect Counter
Beginning at 7th level, you can begin to manipulate the magic of others even before the spell is finished. You learn the Dispell Magic and Counterspell spells if you do not already know them. When you cast them, you may add your proficiency bonus to the spellcasting check.

Excess Energy
At 9th level, you have handled enough magic that you begin to create your own store of energy. When you finish a short rest, you gain a number of d6 spell dice equal to your Intelligence modifier (minimum 1). Once you use this feature, you must wait until after a long rest to do so again.

Arcane Secret
At 11th level, your magical research has allowed you to uncover a hidden piece of magic that few know. Choose one 6th-level spell from the Arcanist spell list as this secret.
You can cast your secret spell once without expending a spell slot. After you cast your secret spell, you gain one d12 size spell die.
At higher levels, you gain more Arcanist spells of your choice that can be cast in this way: one 7th level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain the use of all of your secret spells when you finish a long rest.

Arcane Infinity
At 20th level, you can draw on the ambient magic of the world to produce your effects no matter how thinly spread it is. If you have no d12 spell dice when you roll for initiative, you gain one d12 spell die.







Magical Expert
Beginning at 3rd level, your hard work has made you a true expert in magic. You gain proficiency in Arcana, if you do not already have it, and you made add twice your proficiency bonus to Arcana checks.

Arcane Recombination
Beginning at 3rd level, you can combine spell dice to increase their size. As an action, you may convert spell dice according to this table, and may do so in either direction. Your cannot do so if doing so would give you a spell die larger than your maximum spell die.



Smaller Dice
Large Die


2d4
1d6


2d6
1d8


2d8
1d10


2d10
1d12




Expanded Spell List
The following spells are added to the Arcanist spell list for you.


Spell Level
Spell Name


1
Find Familiar, Unseen Servant


2
Find Steed, Spiritual Weapon


3
Animate Dead, Tiny Servant


4
Conjure Minor Elementals, Mordenkainen's Faithful Hound


5
Animate Objects, Conjure Elemental



Overcharged Magic
Beginning at 9th level, you can draw in extra magic as you cast to enhance certain spells. When you cast a damaging cantrip or use Counterclaim, you may add your Intelligence modifier to the damage dealt.

Improved Arcane Reclamation
Beginning at 18th level, your ability to reuse magical energy is unmatched. Instead of rolling the spell die when you cast a spell, you can choose to simple receive a spell die of the next lowest size.

Harvest the Crop
Beginning at 14th level, your skill allows you to take magical residue from others and use it for your own spells just as you do with your own. When a leveled spell is cast with you as the target or which includes you in its area, you receive a spell die. The spell die is one size smaller than would be required for you to cast the spell. If the spell is of 6th, 7th, 8th, or 9th level, you receive a d12 spell die.
You can use this feature a number of times equal to your Intelligence modifier (minimum once). You regain expended uses after a long rest.

Superior Arcane Reclamation
Beginning at 10th level, you have mastered the art of taking magical energy from spells. Arcane Reclamation now gives you a spell die of a smaller size on any result but the highest and the lowest, not only on above average results.




Extra Proficiencies
Beginning at 3rd level, you gain proficiency in simple weapons, light armor, and one martial weapon of your choice.

Toughness
At third level, you gain 3 additional health points. You gain 1 additional health point each time you gain a level in this class.

Expanded Spell List
The following spells are added to the Arcanist spell list for you.



Spell Level
Spell Name


1
Hunter's Mark, Shield


2
Misty Step, Shadow Blade


3
Elemental Weapon, Thunder Step


4
Death Ward, Shadow of Moil


5
Far Step, Steel Wind Strike



Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane Smite
Beginning at 10th level, the remnants of magical energy you use clings to your weapons and is delivered by your blows. After you expend a spell die to cast a spell, you add force damage equal to that die to the damage of the next weapon attack you successfully make.

Mystical Endurance
Beginning at 14th level, the magic coursing through you keeps you alive. At the beginning of each of your turns, you may roll the largest spell die you currently posses and gain that many Temporary Hit Points, which expire at the beginning of your next turn. This does not count as expending a spell die.

Improved Arcane Smite
Beginning at 18th level, the magical energy you constantly carry with you is delivered with every strike. You deal 1d6 extra force damage whenever you hit a creature with a weapon.




Cantrip Theft
At 3rd level, you begin to learn how to borrow the magic of others. When you see a cantrip that you do not know cast, you can as a reaction learn that cantrip. This cantrip counts as an Arcanist spell for you, but does not count against the number of cantrips you know.
Additionally, when you see a spellcaster cast a cantrip, you may use your reaction to negate that spell. As part of the same reaction, you may expend a spell die to cast that cantrip at a target of your choice. If the cantrip deals damage, the expended spell die is added to the damage.
You can learn one cantrip using this feature. If you use it again, you must forget the previous cantrip you learned using this feature.

Expanded Spell List
The following spells are added to the Arcanist spell list for you.



Spell Level
Spell Name


1
Dissonant Whispers, Fog Cloud


2
Pass Without a Trace, Silence


3
Fear, Nondetection


4
Greater Invisibility, Mordenkainen's Private Sanctum


5
Mislead, Seeming



Spell Theft
At 6th level, your skill at stealing magic has improved to the point that you can steal powerful spells. When you see a spell of 1st level or higher cast, you can as a reaction expend a spell die. If the spell die you expend is large enough to cast that spell, the spell is negated, and you have stolen it.
You can cast a spell that you have stolen using this feature without expending a spell die. After you have done so, you cannot do so again without stealing it again, and that spell is no longer counted as one of your stolen spells.
You can have a number of spells stolen equal to your intelligence modifier (minimum one). If you steal a spell while you have the maximum number of spells stolen, you may choose one of your stolen spells to lose, and keep the newly stolen spell.

Improve Spell Theft
At 10th level, you can learn spells by stealing them. While you have a spell stolen, you can cast it using spell dice as though it was an Arcanist spell, and you will not use access to it. If you choose to cast it without expending a spell die, you can no longer cast it using spell dice.

Educational Theft
Beginning at 14th level, you have stolen magic from a wide variety of disciplines, and have chosen some spells to keep for yourself. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast using spell dice, or a Cantrip.
The chosen spells count as Arcanist spells for you, but don't count against the number of Arcanist spells you know.

Educational Theft (II)
At 18th level, you gain two additional spells as described in the Educational Theft feature. These spells can be of level 6, 7, 8, or 9. If they are, you may cast them as described in your Arcane Secret feature. If you have two secret spells of the same level, casting one also counts as a use of the other, so you cannot cast two spells of the same level using your Arcane Secret feature.




CANTRIPS
Acid Splash
Blade Ward
Chill Touch
Control Flames
Dancing Lights
Fire Bolt
Friends
Gust of Wind
Light
Mage Hand
Mending
Message
Minor Illusion
Mold Earth
Poison Spray
Prestidigitation
Ray of Frost
Resistance
Shape Water
Shocking Grasp
Thunderclap
Toll the Dead
True Strike
Level 1
Alarm
Bane
Bless
Burning Hands
Catapult
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Earth Tremor
Expeditious Retreat
Faerie Fire
False Life
Feather Fall
Fog Cloud
Hellish Rebuke
Ice Knife
Identify
Illusory Script
Jump
Longstrider
Mage Armor
Magic Missile
Ray of Sickness
Silent Image
Sleep
Tasha's Hideous Laughter
Tenser's Floating Disk
Thunderwave
Level 2
Aganazzar's Scorcher
Alter Self
Arcane Lock
Blindness/Deafness
Blur
Calm Emotions
Continual Flame
Darkness
Darkvision
Detect Thoughts
Dragon's Breath
Earth Bind
Enhance Ability
Enlarge/Reduce
Find Traps
Gentle Repose
Gust of Wind
Heat Metal
Hold Person
Invisibility
Knock
Levitate
Locate Object
Magic Mouth
Magic Weapon
Maximillian's Earthen Grasp
Melf's Acid Arrow
Mind Spike
Mirror Image
Nystul's Magic Aura
Phantasmal Force
Pyrotechnics
Ray of Enfeeblement
Rope Trick
Scorching Ray
See Invisibility
Shatter
Skywrite
Snilloc's Snowball Swarm
Spider Climb
Suggestion
Level 3
Bestow Curse
Blink
Clairvoyance
Counterspell
Dispel Magic
Enemies Abound
Erupting Earth
Feign Death
Fireball
Flame Arrows
Fly
Gaseous Form
Haste
Hypnotic Pattern
Leomund's Tiny Hut
Life Transference
Lightning Bolt
Major Image
Meld into Stone
Melf's Minute Meteors
Protection from Energy
Sending
Slow
Speak with Dead
Tongues
Vampiric Touch
Water Breathing
Water Walk
Level 4
Arcane Eye
Banishment
Blight
Charm Monster
Compulsion
Confusion
Dimension Door
Dominate Beast
Evard's Black Tentacles
Fire Shield
Freedom of Movement
Ice Storm
Leomund's Secret Chest
Locate Creature
Otiluke's Resilient Sphere
Phantasmal Killer
Polymorph
Stoneskin
Vitriolic Sphere
Watery Sphere
Level 5
Bigby's Hand
Cone of Cold
Contact Other Place
Contagion
Dominate Person
Dream
Enervation
Hold Monster
Immolation
Legend Lore
Modify Memory
Negative Energy Flood
Passwall
Rary's Telepathic Bond
Scrying
Skill Empowerment
Synaptic Static
Telekinesis
Teleportation Circle
Transmute Rock
Level 6
Arcane Gate
Chain Lightning
Circle of Death
Contingency
Disintegrate
Drawmij's Instant Summons
Eyebite
Flesh to Stone
Harm
Magic Jar
Mass Suggestion
Mental Prison
Otiluke's Freezing Sphere
Soul Cage
True Seeing
Wind Walk
Word of Recall
Level 7
Crown of Stars
Delayed Blast Fireball
Etherealness
Finger of Death
Fire Storm
Forcecage
Mordenkainen's Magnificent Mansion
Plane Shift
Prismatic Spray
Project Image
Sequester
Simulacrum
Teleport
Level 8
Abi-Dalzim's Horrid Wilting
Clone
Control Weather
Demiplane
Dominate Monster
Feeblemind
Illusory Dragon
Maze
Mind Blank
Sunburst
Telepathy
Level 9
Astral Projection
Foresight
Imprisonment
Invulnerability
Mass Polymorph
Meteor Swarm
Psychic Scream
Time Stop
True Polymorph
Wish

MoleMage
2019-08-09, 03:54 PM
Some general notes:

The cultist uses the sorcery system at a half-speed progression, making it the Paladin to the Theurge's Cleric. It gets d10 hit dice, medium armor and shields, and all weapons.
The cultist's sorcerous focus is its athame, a magical slashing or piercing melee weapon it can produce as part of a 1st level class feature. This means they can use sorceries without disarming, much as the paladin can emblazon a holy symbol onto a shield.
The cultist's 1st level feature (other than the athame) determines what sort of thing they worship. This acts as a secondary subclass, much like the Warlock's Pact compared to their Patron. The initial planned choices are Things from Beyond, Elementals, and Forgotten Gods. Each choice adds a couple sorceries to the cultist list and gives a limited-use ability that refreshes on long rest. EDIT: I've added Many Who Are One, for hive minds. Their level 20 capstone will also depend on which thing they picked at level 1, though I haven't picked any effects as yet.
Cultist fighting styles are Defense, Dueling, Protection, and TWF.
The cultist, like the paladin and ranger, gets a unique expenditure option for their magic (in this case, surges). Theirs lets them conjure giant force-tentacles (or other appropriate manifestations) to attack and control distant targets. Rather than consuming the surge itself, each Rite now gets a unique additional effect which occurs when they use Eldritch Surge.
The cultist's subclass is their Rite, which determines their role in the cult. I have given names but not clear plans to the Rite of the Voice (one who speaks the word of their idol), Rite of the Guardian (one who protects worshippers and sacred sites of the idol), and Rite of the Watcher (one who watches for signs and prophecies of the idol's arrival).
The cultist will have three exclusive sorceries, themed around aberrations, blood, and shadow. They also share a number of sorceries with the Theurge or Wilder.


Right now, I'm working on getting all of my sorceries rebalanced so that they fall in line better with magic. Surges will remain largely the same, with the exception of summoning surges (Angelus and Daemonis), which will probably be adjusted to use a unique stat block instead of a creature list. After I get a handle on sorcerous balance, I'm going to move forward with filling in the lines of the Cultist table that are currently marked only with general categories.

8/22/19: Readjusted sorcery's underlying mechanics to use "sorcerous power" instead of surge dice. This opens up a wider range of math for surge dice and allows me to more easily define ongoing or at-will usages based on sorcerous power (most damaging at-wills now deal damage based on "half sorcerous power (rounded up)", for example). Rites now have descriptions, and Rite of the Voice now has 3rd and 7th level features. 13 of 19 existing sorceries have been updated to the new power-based system, and 1 of 3 cultist-exclusive sorceries has been written. Beginning work on the class table to go in this thread.
09/02/19: Added Mindful Faith, Empowered Athame, and the effects of Awaken Idol (Beyond, Many, Primordial).
09/09/19: Added intro section, Intimidating Mask, and many features for the Rites (now all complete save for the level 15 feature for Rite of the Guardian). Mindful Faith renamed to Twisted Mind. Awaken Idol (Forgotten) complete.
09/13/19: Copied the class text into this post, not including sorceries. Finished writing the remaining sorceries.


The Cultist (https://www.gmbinder.com/share/-LlX9wseGqQFDjQ-Pa-B) (Alternate Link (https://drive.google.com/open?id=1bXgomyEQvvMhu6Tc-USzG3lZpd9y27Uz))
A hooded figure draws a wicked-looking short sword out from under his cloak, revealing the gleam of blackened armor beneath. With a word lost to time, he charges at his foe, bloodred energy wreathing his blade.

An elf woman bears ancient tattoos on her brow and down both arms proclaiming loyalty to a god long thought dead. The magical energy she draws forth suggests otherwise.

A charismatic halfling in well-tailored robes speaks to a crowd of people, drawing them in with a voice that seems to ring in their very soul. His claims would be unwelcome in most temples, but several in the crowd seem to be eager to join his cause.

Esoteric Worship
Cultists are defined by their worship of deities rejected by most folk. Sometimes, these forces are true gods, or at least possess god-like power, but have been shut away from society by the more common pantheons. Sometimes, they are not proper gods, but fundamental forces usually considered to be under another god's domain.

Stolen Power
The teachings of cults allow their followers to access powers normally restricted to peoples born with magic in their veins. Through forgotten or forbidden rituals, cultists draw on the fundamental forces deemed most important to their object of worship. Infusing those forces into their own souls allows them to access sorcerous magic as if they had been born to it.

To the outside observer, the cultist is not so different from a priest or demon-worshipper, though few of this group would stoop as low as to worship anything less than a full demon-lord. To the discerning observer, the true cultist stands apart, as their rituals bring about real and lasting power, rather than simply being an inefficient way to cast spells.

Unwelcome Practice
Cults are usually rejected by proper society, forcing cultists to rely on heavy symbolism to seek other believers of their flock, and the carving of abstract idols is common in larger cults to act as a sort of holy symbol and badge of station. Cults which are discovered usually are forced to leave the area, and after being rejected from too many towns, often find themselves in overgrown ruins or dark forests full of monsters. As such, cultists are usually well versed in basic combat, even if their rituals have not yet born sorcerous fruit.

When making a cultist, consider the following questions: Who or what do they worship? What practices or sacraments do they pursue in the process? How often does your character meet up with other members of their following? What is your role in the organization of your cult?

Work with your GM to determine how your cult is regarded by others. Consider whether your cultist's nature is known to their party members or if they hide it by pretending to be a natural sorcerer or even a spellcaster.

Quick Build
You can make a Cultist quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the acolyte background.

Multiclass Cultists
In order to multiclass into or out of cultist, you must possess an Intelligence score and either a Strength or Dexterity score of at least 13.



Level
Proficiency Bonus
Features
Sorcerous Power
Sorceries Known
Sorceries Channeled


1st
+2
Athame, Forbidden Idol
--
--
--


2nd
+2
Fighting Style, Sorcery, Eldritch Surge (2 uses)
1
2
1


3rd
+2
Othersight, Rite
1
2
1


4th
+2
Ability Score Improvement
1
2
1


5th
+3
Extra Attack
2
2
1


6th
+3

2
2
1


7th
+3
Rite Feature
2
3
1


8th
+3
Ability Score Improvement
2
3
1


9th
+4
Eldritch Surge (3 uses)
3
3
1


10th
+4
Rite Feature
3
3
2


11th
+4
Battle Sorcery
3
4
2


12th
+4
Ability Score Improvement
3
4
2


13th
+5
Intimidating Mask
4
4
2


14th
+5
Twisted Mind
4
4
2


15th
+5
Rite Feature
4
4
2


16th
+5
Ability Score Improvement
4
4
2


17th
+6
Empowered Athame
5
5
2


18th
+6
Eldritch Surge (4 uses)
5
5
2


19th
+6
Ability Score Improvement
5
5
2


20th
+6
Awaken Idol
5
5
2



Class Features
As a Cultist, you gain the following features

Hit Points
Hit Dice: 1d10 per Cultist level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Cultist level after 1st.

Proficiencies
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple and Martial Weapons
Tools: One type of artisan's tools
Saving Throws: Dexterity and Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:


(a) a martial melee weapon and a shield or (b) a longbow with 20 arrows
(a) leather armor or (b) scale mail
(a) a dungeoneer's pack or (b) an explorer's pack
Five javelins and a one-handed melee weapon which deals slashing or piercing damage


Athame
At 1st level, you learn a ritual to create a ceremonial blade known as an athame. You must be in possession of a one-handed melee weapon which deals slashing or piercing damage in order to perform this ritual. You perform the ritual over the course of 1 hour, which can be done during a rest. At the end of the ritual, the weapon you chose becomes your athame. Once created, you can call your athame to you as an action on your turn, causing it to appear instantly in your hand. The weapon ceases being your athame if you die, if you perform the ritual on a different weapon, or if you use the 1 hour ritual to break your bond to it.

You can also convert an existing magical weapon of appropriate type into an athame by performing this ritual while in possession of the weapon. You can't affect an artifact or sentient weapon this way. The weapon ceases being your athame if you die, if you perform the ritual on a different weapon, or if you use the 1 hour ritual to break your bond to it.

Forbidden Idol
Also at 1st level, you undertake ritual worship of a secretive, forgotten, or incomprehensible being of nearly divine power. Choose one of the following idols:


The Place Beyond. You worship great old ones who exist outside space and time. Corpus, Spatium, and Tempus are considered cultist sorceries for you. As a bonus action on your turn, you can draw on the Place Beyond to fade from existence, gaining resistance to all damage until the start of your next turn.
Many Who Are One. You worship a shared mind. Animus, Faunus, and Tonitrus are considered cultist sorceries for you. As an action on your turn, you can disperse into a swarm of insects, flying to a point within 30 feet of you without provoking opportunity attacks.
Primordial Being. You worship raw elemental forces. Aer, Aqua, Ignis, and Terra are considered cultist sorceries for you. When you strike with your athame or manifest idol ability, you can cause the attack to flare with elemental energy, dealing additional fire, cold, or lightning damage equal to your cultist level.
Forgotten God. You worship a true divine being, but one dead or forgotten. Acies, Augur, and Vitae are considered cultist sorceries for you. As an action, you can release a stream of divine energy. Each creature in a 15 foot line centered on you either regains 1d4 hit points or takes 1d4 radiant damage. The healing or damage of this feature improve as you take levels in this class. They increase to 2d4 at level 5, 3d4 at level 10, 4d4 at level 15, and 5d4 at level 20. You can choose to include yourself in this effect if you wish.


You can use the ability associated with your Forbidden Idol a number of times equal to your Intelligence modifier (minimum twice). You regain all uses whenever you complete a long rest.

Fighting Style
When you reach 2nd level, you have developed a particular style of combat as your specialty. Choose one of the following options.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Duelist
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Sorcery
At 2nd level, you gain access to a form of inborn magic known as sorcery. The Cultist sorcery list is included at the end of this class, Appendix A gives the rules for sorcerous magic, and Appendix B gives the descriptions of the Cultist sorceries.

You can use your athame as a sorcerous focus for your Cultist sorceries.

Sorceries Known
At 2nd level, you know two sorceries of your choice from the Cultist sorcery list. The sorceries known column of the Cultist table shows when you gain more sorceries of your choice from the Cultist sorcery list.

Additionally, whenever you gain a level in this class, you can choose one of the sorceries you know and replace it with another sorcery from the Cultist sorcery list for which you meet the prerequisites.

Sorceries Channeled
The Cultist table shows how many sorceries you can have channeled at a time. You can channel a new sorcery as an action. If you channel a sorcery that would cause you to exceed your maximum, a sorcery of your choice is unchanneled. Once channeled, sorceries last until you end them as a bonus action on your turn or you complete a long rest, whichever comes first.

Sorcerous Ability
Intelligence is your ability for Cultist sorceries, so you use your Intelligence modifier whenever a sorcery refers to your sorcerous ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sorcery you channel and when making an attack roll with one.


Sorcery Save DC = 8 + your proficiency bonus + your Intelligence modifier
Sorcery attack modifier = your proficiency bonus + your Intelligence modifier


Eldritch Surge
At 2nd level, you also gain the ability to unleash energy of a sorcery in a wild burst known as an eldritch surge. Refer to the descriptions of your sorceries for the effect of your eldritch surge.

You can use this ability twice. At certain levels in this class, you gain additional uses of this ability. You can use it 3 times starting at 9th level and 4 times starting at 18th level. You regain all uses of this ability whenever you complete a long rest.

Othersight
At 3rd level, your eyesight functions through otherworldly means. You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

Rite
Also at 3rd level, you undergo a rite to determine your role in bringing about your idol's great plan. Choose the Rite of the Voice, the Rite of the Guardian, or the Rite of the Watcher. These choices are listed at the end of this class description.

Your choice grants you features at 3rd level and again at 7th, 10th, and 15th level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Infused Athame
At 6th level, the constant movement of sorcerous energy through your athame imbues it with eldritch energy. Your attacks with an athame are counted as magical for the purposes of overcoming damage and resistance.

Battle Sorcery
At 11th level, you learn to blend your bladework and your sorcery into a single fluid style. Whenever you activate a sorcery effect which takes 1 action, you can make a single weapon attack as a bonus action on that turn. Whenever you take the Attack action on your turn, you can channel a new sorcery as a bonus action.

Intimidating Mask
At 13th level, you can draw on a mask of your idol's dread power to intimidate your enemies. As a bonus action, all enemies who can see you must make a Wisdom saving throw or become frightened of you for up to a minute or until they take damage from any source. Once you have used this ability, you cannot use it again until you have completed a short or a long rest.

Twisted Mind
At 14th level, you have become accustomed to seeing, and even embracing, horrors that would break another's mind. You are immune to the charmed and dominated conditions as well as any effect which forces you to act in a way you do not choose, such as confusion. Additionally, you are resistant to psychic damage.

Empowered Athame
At 17th level, your athame draws power from foes as you strike them. Whenever you damage a foe with an athame attack, your sorcerous power increases by 1 until the end of your next turn or until you use an Eldritch Surge. Your sorcerous power cannot exceed 9 in this way.

Awaken Idol
At 20th level, your connection to your idol allows you to bring them forth into the physical world, if only temporarily. Awakening your idol takes an action. The effects of this awakening vary based on the idol you picked at 1st level.


The Place Beyond. A hungry maw draws in all things, even time. The maw appears in a space within 50 feet. Any creature other than you which ends its turn within 30 feet of the maw or moves within 30 feet of it for the first time on a turn is drawn 15 feet closer to it. If a creature is drawn all the way to the maw, they take 10 force damage and are immobilized until the end of their next turn, then become immune to the maw's effects until they move at least 30 feet from it.
Many Who Are One. The swarm awakens, draining life from nearby enemies to heal you. Each enemy within 60 feet of you takes 5 necrotic damage, and you regain an equal number of hit points, gaining the excess as temporary HP. For the next minute you can use a bonus action on your turn to repeat this effect.
Primordial Being. The primordial being awakens as a twisting mass of raw elemental energy which manifests in your space. At the end of each of your turns, the primordial being flies up to 60 feet and deals 20 fire, cold, magical bludgeoning, or lightning damage (your choice each round) to a creature in its new space. The primordial being is immune to all damage and all effects, and dissipates after 1 minute or when you dismiss it as a bonus action.
Forgotten God. You become the vessel for your forgotten god's avatar. For 1 minute, you regain 10 hit points at the start of each turn, and you deal an extra 5 damage with all sorceries and attacks. Once before the effect ends, you can activate a sorcerous surge as if through your eldritch surge ability without consuming a use of that feature. For that activation, your effective sorcerous power is 10.


Once you have awakened your idol, you cannot do so again until you have finished a long rest.



Alienis Rituals of the aberrant
Daemonis Conjure or banish demons
Magicus Manipulate magical energies
Mortus Manipulate the dead
Obestor Contact or travel to other planes
Sanguinus Rituals of blood
Umbra Rituals of shadow
Venenum Create or manipulate poison

This section describes the different rites that a cultist can undergo in order to unlock their powers.

The rite of the voice calls the cultist to act as a speaker for their idol. Their purpose is to find new believers, preach to and guide existing believers, and to know the goals of their idol. Cultists who undergo this rite accordingly learn to manipulate and lead better than other rites.

Surging Resonance
At 3rd level when you first undergo this rite, your surges become infused with resonant energy. Whenever you activate a surge using your eldritch surge ability, your weapon also hums with otherworldly energy, dealing an additional 2 thunder damage for a number of rounds equal to your sorcerous power.

Bonus Proficiencies
Also at 3rd level, you gain proficiency in the Deception and Persuasion skills.

Ancient Speaker
At 7th level, the dark ritual you undertook takes full root, giving you the ability to speak all languages perfectly, even secret languages. Any creature hearing you speak always perceives your accent as being the same as their own.

Improved Resonance
At 10th level, your surging resonance ability improves. You now do 2d6 thunder damage instead on the first strike while the effect lasts.

Compelling Voice
At 15th level, you can attempt to compel a creature to listen to you. As an action, you force a creature to make a Wisdom saving throw equal to your cultist sorcery save DC. On a failed save, the target becomes stunned. On a successful save, the target creature instead becomes dazed and may only take a single action or bonus action on their turn, and may only make a single attack with the Attack action, even if a feature or Multiattack would normally allow them to make more. This effect lasts while you concentrate on it, up to a maximum of 1 minute. It ends early if the target takes damage other than psychic damage from any source.

Once you have used this feature, you cannot use it again until you have completed a long rest.

The rite of the guardian calls the cultist to act as their idol's sword and shield in times of strife. Their purpose is to protect their cult's congregations and to hunt down and destroy those who would act against the cult. Cultists who undergo this rite are the most warlike, developing improved martial skills.

Bonus Proficiencies
At 3rd level when you first undergo this rite, you gain proficiency in heavy armor and Athletics.

Surging Might
At 3rd level when you first undergo this rite, your surges fill you with vigor, making you harder to kill. Whenever you activate a surge using your eldritch surge ability, you manifest your idol into a protective barrier, gaining +2 armor class and temporary hit points equal to your sorcerous power plus your intelligence modifier. This effect lasts a number of rounds equal to your sorcerous power.

Tireless Sentinel
At 7th level, the ritual which fills you with protective vigor also grants you an improved ability to stand watch. You no longer need to sleep, though you must still rest each night, limiting yourself to light activity. Additionally, your passive perception increases by an amount equal your sorcerous power.

Otherworldly Blows
At 10th level, your strikes with your athame are filled with the wrath of your idol, dealing an additional 1d4 force damage.

Void Barrier
At 15th level, you can create a barrier of raw otherworldly energy to protect an ally in combat. As a reaction when an ally within 60 feet of you takes damage, you can redirect all of that damage to yourself and reduce it by half. You continue to redirect damage in this fashion until the end of your next turn. Once you have used this feature, you cannot use it again until you have completed a long rest.

The rite of the watcher calls the cultist to observe and understand. Their purpose is to read and interpret signs relating to their idol. Cultists who undergo the rite of the watcher develop precognition and the ability to sense things normally hidden.

Surging Insight
At 3rd level when you first undergo this rite, your surges grant you a glimpse into the future. Whenever you activate a surge using your eldritch surge ability, you gain a number of 1d6 insight dice equal to your sorcerous power. Whenever you make an ability check or saving throw, you may roll one of your insight dice and add it to the result of the check. All insight dice are lost after one minute.

Bonus Proficiencies
At 3rd level when you first undergo this rite, you gain proficiency in Arcana and your choice of Nature, Religion, or History.

Eldritch Sense
At 7th level, you can recognize creatures even when they mask their true forms with magic. You have advantage on checks and saves made to see through illusions, and you can sense shapeshifters who are not in their natural form. This ability does not grant you any special ability to know what that creature's true form is.

Sorcerous Might
At 10th level, your sorceries grow stronger. You may add your Intelligence modifier to the damage dealt by any of your sorceries.

Revelation
At 15th level, you learn to peer beyond reality as most know it. As an action, you can make an Intelligence (Arcana) check while observing a creature you can see. If you use an insight die on this check, you may double its result. On a success, you learn any vulnerabilities the creature possesses. Additionally, the next time you deal damage to that creature with a weapon attack or sorcery, you increase the damage by an amount equal to the result of your check. Once you have used this feature, you cannot use it again until you have completed a long rest.

Heavenblade
2019-08-11, 02:32 AM
Reserving a spot for one of three concepts -

1 - a bender class (AtLA style)
2 - Dragonfire adept (a la dnd 3.5)
3 - spirit binder (invocation using class, probably, but not sure yet)

sengmeng
2019-08-19, 12:28 PM
Blood Mage

Blood Mage is a generic catch-all label used to mean anyone who uses the life energy in blood to fuel magical effects. Blood Mages vary greatly among themselves and those of different subclasses do not consider themselves one unified group. They are more normally called by the name of which subclass they belong to. All known blood Mages have a connection to a powerful extraplanar being, sometimes gods, and sometimes fiends or fey, or even powerful aberrations. The three known types are the blood shaman, blood knight, and the living martyr.

HD: d12

Weapon and Armor Proficiencies: based on blood oath.
Skill Proficiencies: Any one skill, plus others based on blood oath.
Saving throws: Constitution and one other based on blood oath.



Level
Proficiency Bonus
Cantrips Known
Blood Rituals
Max Spell Level
Class Features


1
+2
2
-
1st
Blood Oath, Blood Casting


2
+2
2
2
1st
Blood Rituals


3
+2
2
3
2nd
-


4
+2
3
3
2nd
Ability Score Improvement


5
+3
3
4
3rd
-


6
+3
3
4
3rd
Oath Feature


7
+3
3
6
4th
-


8
+3
3
6
4th
Ability Score Improvement


9
+4
3
7
5th
-


10
+4
4
7
5th
Oath Feature


11
+4
4
8
6th
-


12
+4
4
8
6th
Ability Score Improvement


13
+5
4
9
7th
-


14
+5
4
9
7th
Oath Feature


15
+5
4
10
8th
-


16
+5
4
10
8th
Ability Score Improvement


17
+6
4
11
9th
-


18
+6
4
12
9th
Ability Score Improvement


19
+6
4
13
9th
-


20
+6
4
14
9th
Oath Feature



Blood Casting
The main feature of a Blood Mage is their ability to emulate spells by taking damage. The base cost of this is triple the spell's level, but each Blood Mage has certain spells for which the cost is reduced. The damage actually lowers their hitpoint maximum until they finish a short or long rest. Temporary hitpoints can be used to fuel blood casting, and doing so does not lower their maximum hitpoint total. A spell can also be partly fueled with temporary hitpoints and normal hitpoints if the Blood Mage does not have enough temporary hitpoints to fully pay the cost, in which case their maximum hitpoint total is reduced by the difference between the spell's cost and the number of temporary hitpoints. Spells which grant temporary hitpoints cannot be cast with blood magic. Blood magic does not represent "knowing" spells the way other casters do, and the spells are emulated, not cast. Therefore, components, foci, and spell slots have no effect on blood magic, and for the purposes of utilizing spell slots from multiclassing, the Blood Mage class does not grant any known spells, only cantrips. Emulated spells still require the same action and require concentration if their descriptions say so.

Spells can be emulated as if cast from higher level slots to increase their effects, but no higher than the maximum level you are capable of emulating, according to the column labeled "maximum spell level" on the class table.

Spells over 5th level come with an additional caveat: they can only be utilized once before finishing a long rest. For instance, an 11th level blood mage can emulate spells up to 6th level, and can emulate an unlimited number of spells level 5 and below as long as they do not run out of hitpoints, but can only cast a single 6th level spell or a single lower level spell as if using a 6th level slot until they finish a long rest. When you reach 13th level as a blood mage, you can cast a single spell as if from a 6th level slot, and a single spell as if from a 7th level slot, and so on, until at 17th level they can cast spells as if from one 6th, one 7th, one 8th, and one 9th level slot between long rests.

Blood Oath
Blood magic is mediated by a powerful being, usually in expectation of service. Any deity or being which could serve as a warlock patron can be the subject of a Blood Mage's oath. They fall into three categories known so far: the Blood Knight, who revels in carnage, the Blood Shaman, who protects nature, and the Living Martyr, who seeks to heal others through self-sacrifice.

The Living Martyr has an affinity with healing and the role of a cleric; they cast spells from the cleric spell list at 2 hp per spell level, and 1 hp per spell level for spells that heal hitpoint damage. The casting stat for a Living Martyr is Charisma and the save DC for their spells is 8 + your proficiency modifier + your Charisma modifier. You are also proficient in Charisma saves.

Unarmored Defense
While wearing no armor and not wielding a shield, a Living Martyr's AC is 10 + your dexterity modifier + your charisma modifier.

Vow of Poverty
The Living Martyr eschews all but the most basic comforts; you do not use weapons, armor, or items with value. You automatically have proficiency in the Medicine skill, and one other skill among Religion, History, Nature, and Arcana.

Restorative Blessing
Starting at 6th level, you can cast Lesser Restoration with blood casting for 2 hitpoints. At 10th level, you can cast Greater Restoration for 5 hitpoints.

Channel Divinity
Starting at 6th level, you can channel divinity to turn undead; As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your charisma modifier. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. You must finish a short or long rest before you use this ability again.

Censure Fiends
Starting at 10th level, you can channel divinity to bansih fiends; As an action, you present your holy symbol and speak a prayer censuring fiends. Each fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your charisma modifier. If the creature fails its saving throw, it is banished to its home plane. If it is on its home plane

Angel Wings
At 14th level, you gain the ability to sprout a pair of angel wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Divine Radiance
At 20th level, you can wreath yourself in divine energy for 1 minute. For the duration, within 30 feet of you counts as natural sunlight, with dim light extending another 30 feet beyond. Allies within 30 feet are healed by an amount equal to your charisma modifier each round, and enemies take radiant damage equal to your charisma modifier, in addition to any effects they may suffer from being in sunlight. You can use your action to double the radius of the light until the end of your next turn.


The Blood Shaman reveres nature, in all its savagery; they cast spells from the druid spell list at 2 hp per spell level. The casting stat for a Blood Shaman is Wisdom and the save DC for your spells is 8 + your proficiency modifier + your Wisdom modifier. You also have proficiency in Intelligence saves.

Nature's Oath
You are proficient with daggers, darts, javelins, scimitars, sickles, and spears, and light armor, medium armor, and shields. Blood Shamans will not wear armor or use shields made of metal. Blood Shamans are automatically proficient in the Nature skill, plus one among Medicine, Religion, Animal Handling, and Survival.

Wild Shape
At 6th level, you gain wild shape, as a druid. The improvements that come at 4th and 8th level come at 10th and 14th level for you.

Blood Sacrifice
Beginning at 10th level, whenever you fuel bloodcasting with temporary hitpoints, they count double. Example: you have 2 temporary hitpoints, and cast a 2nd level druid spell, which normally costs 4 hp. The 2 temporary hitpoints count as 4, meaning you do not have to inflict any damage on yourself to cast the spell.

Blood Drain
At 14th level, you gain blood drain. When in beast form using your wild shape ability, you may add 1d8 necrotic damage to one natural attack per round. You gain temporary hitpoints equal to the necrotic damage dealt.

Blood Blight
At 20th level, creatures that you reduce to 0 hitpoints rise as blood blights under your control. Blood blights are statistically identical to a zombie version of that creature, but with the plant type instead of undead. The total number of hitpoints worth of blood blights you control cannot exceed your own; if you are already at your maximum and create another blood blight, you must choose one to release. Free blood blights are not hostile to you but are not controlled by you.

The Blood Knight revels in carnage; you cast spells that deal damage at 1 hp per spell level. The casting stat for a Blood Knight is Intelligence and the save DC for their spells is 8 + your proficiency modifier + your Intelligence modifier.

Battle's Glory
The Blood Knight is proficient in all simple melee weapons, all martial melee weapons, and all armors and shields. You are automatically proficient in Athletics and Strength saves.

Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Blood Drain
Beginning at 10th level, you may add 1d8 necrotic damage to one weapon attack per round. You gain temporary hitpoints equal to the damage dealt.

Bloodthirst
At 14th level, any time you deal damage with a spell or weapon, roll an extra dice, and disregard the lowest die.

Blood Fury
Beginning at 20th level, you have advantage on attack rolls against any creature currently damaged by one of your spells or weapon attacks (meaning it is below its hitpoint maximum).


Blood Rituals
Blood Casting is different from other forms of magic in many ways, but as you advance as a blood mage, you apply bits of lore about normal magic to your powers from your blood oath, specializing and modifying it in various ways. These are called blood rituals, and they often are only available to one or two of the subclasses and may have other prerequisites, including having other blood rituals that must be learned first or a certain number of blood mage levels.

Vampire's Strike
Prerequisites: Blood Knight oath
You may give up your bonus action to add your intelligence modifier, minimum 1, as necrotic damage to the damage of one weapon attack per round. You gain temporary hitpoints equal to the necrotic damage. These temporary hitpoints go away at the end of any round in which you neither take damage or deal damage to an enemy with a weapon or spell. The damage from blood casting counts for this purpose.

Pain to Power
Prerequisites: Blood Knight or Living Martyr oath
For every 4 damage you take from enemy weapons, spells, natural attacks, or unarmed strikes, you gain 1 temporary hitpoint. These temporary hitpoints go away at the end of any round in which you do not take damage, but the damage caused by blood casting counts for this purpose.

Vampiric Cantrip
Prerequisites: Blood Shaman oath
When you cast a cantrip that deals damage, you may give up your bonus action to change its damage type to necrotic, and gain temporary hitpoints equal to half the total damage dealt. These temporary hitpoints go away at the end of any round in which you neither take damage or deal damage to an enemy with a weapon or spell. The damage from blood casting counts for this purpose.

Spell Affinity
Choose a spell of up to the highest level you are able to cast. You cast this spell at a cost of one hitpoint per slot level. You may take this blood ritual multiple times. Each time, you apply it to a different spell.

Sacrificial Grace
Prerequisites: Living Martyr oath
Whenever you must make a saving throw, you may take 3 hitpoints of damage to treat it as a charisma saving throw instead of its normal type.

Leech of the Land
Prerequisites: Blood Shaman oath
Beasts and plant creatures take double damage any time you deal necrotic damage to them.

Divine Fist
Prerequisites: Living Martyr oath
Your unarmed strikes deal 1 + your strength modifier + your charisma modifier damage, and you use your dexterity or strength for attack rolls, whichever is higher.

Sacrificial Blade
Prerequisites: Blood Shaman oath
You add your wisdom modifier to damage instead of your dexterity or strength modifier with any weapon allowed by your Nature's Oath.

Advanced Training
Prerequisites: Blood Knight oath, special (see description)
You gain the benefits of one of the fighting styles available to fighters. You may choose this blood ritual a second time, but only after reaching 15th level as a blood mage.

Blessed Inspiration
Prerequisites: Living Martyr oath
When you heal an ally with blood magic, they gain a blessed inspiration die of 1d6. It functions identically to bardic inspiration. A single ally can only gain one inspiration die, from you or any other source of inspiration, such as bardic inspiration, and you can only grant one die at a time, so if an ally has an unexpended inspiration die, no other ally can benefit from this ability until they expend it. You may take this blood ritual a second time, turning the die to a d8 and allowing two allies to benefit at once, but still not allowing a single ally to have more than one die at a time.

Blessed Alacrity
Prerequisites: Living Martyr oath
Whenever you make a d20 roll, you may take 3 hitpoints of damage to gain advantage on the roll or cancel disadvantage.

Fell Strike
Prerequisites: Blood Knight or Blood Shaman oath
Whenever you make an attack roll, you may take 2 hitpoints of damage to gain advantage on the roll or cancel disadvantage.

Blood Sense
You cast any detection or scrying spells at 1 hitpoint per slot level.

Blood Strike
Prerequisites: Blood Knight or Blood Shaman oath, Vampire's Strike or Vampiric Cantrip blood ritual
Whenever you score a critical hit, the extra damage is necrotic and you gain temporary hitpoints equal to the necrotic damage.

Blood Empowered Strike
Prerequisites: Blood Shaman oath, blood mage level 11 or higher.
When you make a successful weapon attack with one of the weapons allowed by Nature's Oath, you may cast a damage-dealing cantrip as a bonus action. This cantrip automatically hits the target of your weapon attack, as if they failed its saving throw or were hit by its attack roll. They take the cantrip's damage but no additional effects, and the cantrip damages only the target of your weapon attack, even if it normally could affect multiple targets.

Extra Attack II
Prerequisites: Blood Knight oath, Blood Mage level 15 or higher
When you use your attack action to make a weapon attack, you may make three attacks.

Tallytrev813
2019-08-21, 06:23 PM
*I believe it's completed.


Blood Mage

https://sites.google.com/site/fagewiki/_/rsrc/1451614313413/specializations/mage-specializations/blood-mage/Blood%20Mage.jpg?height=400&width=282




Level
Proficiency Bonus
Featres
Cantrips
Spells Known
Spell Level


1
+2

Bloodcasting
Drain Life
Corrupted Blood
3
2
1


2
+2
Path of Manipulation
3
3
1


3
+2

3
4
2


4
+2
Ability Score Improvement
4
5
2


5
+2

4
6
3


6
+3
Path Feature
4
7
3


7
+3

4
8
4


8
+3
Ability Score Improvement
4
9
4


9
+4

4
10
5


10
+4
Path Feature
5
11
5


11
+4

5
12
6


12
+4
Ability Score Improvement
5
13
6


13
+5
Level 7 Spell Slot
5
14
7


14
+5
Path Feature
5
15
7


15
+5
Level 8 Spell Slot
5
15
8


16
+5
Ability Score Improvement
5
16
8


17
+6
Level 9 Spell Slot
5
16
9


18
+6
Hematologic Regeneration
5
17
9


19
+6
Ability Score Improvement
5
17
9


20
+6
Master Bloodcaster
5
18
9










Cantrips:

*Leach
Blade Ward
Booming Blade
Chill Touch
Control Flames
Create Bonfire
Fire Bolt
Friends
Frostbite
Mage Hand
Message
Minor Illusion
Prestidigitation
Ray of Frost
Shocking Grasp
Thunderclap
True Strike

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Level 1 Spells:

*Siphon Life
Arms of Hadar
Burning Hands
Cause Fear
Command
Disguise Self
Expeditious Retreat
Faerie Fire
Fog Cloud
Hellish Rebuke
Sleep
Witch Bolt

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Level 2:

Blindness/Deafness
Crown of Madness
Darkness
Darkvision
Heat Metal
Invisibility
Mirror Image
Phantasmal Force
Scorching Ray
Suggestion

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Level 3:

Animate Dead
Conjure Lesser Demon
Dispel Magic
Fear
Fireball
Fly
Gaseous Form
Stinking Cloud
Vampiric Touch

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Level 4

*Mass Siphon Life
Banishment
Blight
Charm Monster
Confusion
Conjure Shadow Demon
Dimension Door
Dominate Beast
Polymorph
Sickening Radiance

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Level 5:

Animate Objects
Cloudkill
Far Step
Hold Monster
Immolation
Insect Plague
Synaptic Static
Wall of Stone

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Level 6:

Arcane Gate
Chain Lightning
Disintegrate
Mass Suggestion
Mental Prison
Sunbeam
True Seeing
Soul Cage

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Level 7:

Delayed Blast Fireball
Finger of Death
Fire Storm
Power Word: Pain
Reverse Gravity
Teleport
Telepathy
Plane Shift
Forcecage

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Level 8:

Dominate Monster
Earthquake
Incendiary Cloud
Power Word: Stun
Sunburst
Antimagic Field
Feeblemind
Maddening Darkness
Mind Blank

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Level 9:

Meteor Swarm
Power Word: Kill
Wish
Time Stop
Mass Polymorph
Psychic Scream
Weird




Blood Mage

Class Features:

As a Blood Mage, you gain the following class features.

Hit Points
Hit Dice: 1d12 per Blood Mage level
Hit points at 1st level: 12 + Your Constitution Modifier
Hit Points at Higher levels: 1d12 (or 5) + your Constitution modifier per Blood Mage level after 1st

Proficiencies
Armor: None
Weapons: Simple Bladed weapons (Dagger, Handaxe, Sickle, Darts, Light Crossbow)
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose 2 from Arcana, Perception, History, Sleight of Hand, Stealth, Insight, Investigation, Medicine

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a scholar’s pack or (b) an explorer’s pack
• a dagger with ceremonial markings related to your background

Bloodcasting:
Your study of arcane magic fueled by the inert power of lifeblood is frowned upon in society by those who are aware of it’s practice. You are able to utilize your blood (or at times the blood of others) to power your spellcasting. You have no spell slots outside of ones gained via Bloodcasting, and any spell slots you currently have are lost. You may not gain spell slots through multiclassing. In order to cast a spell, you must have a bladed weapon in 1 hand, and nothing in the other hand to facilitate an open wound when needed. The cost in blood of a spell is equal to the spell slot level being used to cast it x4. For example, if one wished to cast a spell with a 1st level spell slot, it would cost them 4 Health, a 4th level spell would cost 16 health, and so on. Your spells do not require components beyond your own blood. A Blood Mage may not cast a spell that brings their health below 1. Health may not be spent to cast spells with spell slots of 7th level or higher. You gain ONE level 7 spell slot at level 13, ONE level 8 spell slot at level 15, and ONE level 9 spell slot at level 17. These spell slots are replenished on a long rest. Due to the nature of Bloodcasting, this ability may not be used to cast strictly healing spells such as Cure Wounds or Healing word.

Cantrips
You know the Leach cantrip plus 2 cantrips of your choice from the Blood Mage spell list. You learn additional Blood Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blood Mage table.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the Blood Mage spell list.
The spells known column of the Blood Mage table shows when you learn more Blood Mage spells of your choice of 1st level and higher. A spell you chose must be of a level no higher than what’s shown in the tables Spell Level column for your level. When you reach 6th level, for example, you learn a new Blood Mage spell which can be of the 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Blood Mage spells you know and replace it with another spell from the Blood Mage spell list which also must be of a level lesser than or equal to the Spell Level shown in the Spell Level column for your level on the Blood Mage table.

Spellcasting Ability
Constitution is your spellcasting ability for your Blood Mage spells, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Blood Mage spell you cast and when making an attack roll with one.
Spell save DC = 8 + Your Proficiency Bonus + Your Constitution Modifier
Spell Attack Modifier = Your Proficiency Bonus + Your Constitution Modifier

Drain Life:
Level 1
Through practice manipulating the essence contained in blood, you have learned to draw it from others when it’s exposed. During combat, as a bonus action, you may choose a damaged enemy to target with this ability. Roll 1d4, and deal that much necrotic damage to the target. You gain life equal to the damage dealt to the enemy as you funnel their lifeforce to you. You may use this ability a number of times equal to your constitution modifier, and your uses are replenished on a Long Rest. The damage dice increases to 2d4 at level 5, 3d4 at level 11, and 4d4 at level 17.

Corrupted Blood:
Level 1
Due to prolonged arcane practice on/with your blood, and manipulation of your lifeforce, your natural healing has been altered to accelerate at will, but this has come with a price. As a bonus action in combat, you may spend 1 Hit Die (1d12) to regain health equal to the number rolled without the addition of your constitution modifier. Additionally, your lifeforce is not responsive to magical healing. Magical healing from other creatures has no effect on you. You may use Health Potions as normal, but otherwise you may not be healed outside of your own hit die and your own Bloodcasting spells and class abilities. This immunity to magical healing includes other class abilities such as Song of Rest, and includes any spell cast by you with means other than Bloodcasting. Being immune to the effects of magical healing from others does not preclude them from casting the spell on you if there were a secondary benefit to the magical healing. The lone exception to this occurs when a Blood Mage drops to 0 hit points, at which point their magic affecting their Blood fades and the Blood Mage becomes eligible for magical healing until stabilized or healed. Being immune to the effects of magical healing from others does not preclude them from casting the spell on you if there were a secondary benefit to the magical healing.

Paths of Manipulation:
When you reach 2nd level, you chose a path of manipulation, utilizing the arcane power of lifeblood through one of 3 different means; Path of Harm, Path of Sacrifice, Path of Enhancement, all detailed at the end of the class description.
Your choice grants you features at 2nd level, and again at 6th, 10th, and 14th level.
Path Specific Spells:
Each Path of Manipulation has a list of spells – It’s Path Spells – that you gain at the Blood Mage Levels noted in the Path description. Once you gain a Path Spell, you always have it prepared and it doesn’t count against your number of spells known.

SUBCLASSES

Paths of Manipulation
The study and practice of manipulating the lifeforce in ones blood is an ancient, powerful, and dangerous practice. It remains frowned upon, and often times is hidden by those who wield it’s furious powers for their benefit.
There are 3 typical uses one may direct their Blood’s lifeforce towards, though all 3 are known by the few who are aware of the practice as particularly dangerous.
The Path of Harm focuses the strength drawn from Blood to enhance one’s spellcasting prowess. Being hit by a fireball, for example, is particularly dangerous and often enhanced by their Blood Magic. They specialize in direct harm towards another individual in Combat with a unique set of spells that do things like cause ones Blood to Boil. The Path of Sacrifice is a path some desperate individuals take when seeking to utilize their own lifeforce to empower their allies. They sacrifice their own blood to heal, or quicken, or strengthen others by great lengths. Finally, the Path of Enhancement is reserved for individuals who seek to use their Blood Magic to empower their own body and weapons, enhancing their armor or sword with Blood energy.


Path of Harm

https://vignette.wikia.nocookie.net/convergence-wars/images/7/75/Blood_magic.jpg/revision/latest?cb=20180310225843


Path of Harm
The Path of Harm focuses the strength drawn from Blood to enhance one’s spellcasting prowess. Being hit by a fireball, for example, is particularly dangerous from these Blood Mages. Those who continue down this path realize that, often times, ending an enemy quickly is the best way of preserving ones self rather than wasting time mending ones wounds while your foe continues their offensive assault. These Bloodcasters seek to end combat quickly at the expense of their own life force.

Path of Hurt Expanded Spell List:
Level 1 – Chaos Bolt, Thunder Wave
Level 2 – Flaming Sphere, Misty Step
Level 3 – Lightning Bolt, *Blood Boil
Level 4 – Greater Invisibility, Wall of Fire
Level 5 – Flame Strike, Hallow

Reopening Wound
Beginning when you select this Path at level 2, your ability with your Bloodcasting increases. Choose a spot on your exposed skin (your hand, your neck, your face, your arm, etc.) and describe a type of fresh cut, wound, etc. You have learned to magically maintain this open wound such that it begins to slightly, unnoticeably bleed when you decide to utilize your Bloodcasting feature. You no longer require a bladed weapon, or an open hand, to cast spells, thus freeing your hands to utilize weapons, staffs, wands, etc. You share attunement restrictions with Sorcerers, and may attune to any item that a Sorcerer can with the text of the item simply replacing "Sorcerer" with "Blood Mage".
You additionally gain proficiency in 1 of (Your choice) Arcana, Investigation, Religion or History.

Improved Leaching
Starting at 2nd level, you’ve become more adept with your ability to draw health from enemies, briefly leaching hitpoints. You may add your spellcasting modifier to your Leach Cantrip’s damage.

Bloodcharged
Starting at 6th level, when you cast a spell at a spell slot level of 1st or higher, you have the option to “Bloodcharge” your spell. Before rolling a spell attack, or before your target(s) make saving throws, sacrifice up to 5 health to Bloodcharge your spell. If the spell deals damage, the initial damage dealt is supplemented by Necrotic damage equal to the amount of health you sacrificed. At 11th level, the maximum health available to sacrifice increases to 10 health, and at level 17 it reaches a maximum of 20 health.

Healing Response
Starting at 10th level, your magically charged blood has developed the ability to respond briefly to assault. Whenever an enemy hits you with a melee attack that does damage, you may spend your reaction to gain temporary hitpoints equal to double the damage dealt by this attack. These temporary hitpoints last until the end of your next turn. Once you use this feature, you cannot use it again until you finish a Long rest.

Last Chance
By the 14th level, you have tested the limits of your resiliency in utilizing the power of the magic in your blood. As an action, you may make one last ditch effort at finishing an enemy by placing every available ounce of your bloods energy into a spell. Choose any spell from your spell list. You may cast this spell with no immediate cost in blood. If the spell requires a spell attack, roll it with Advantage. If the spell requires a saving throw from the target, they make that save with Disadvantage. If the spell causes damage, double the damage die as though it were a critical strike. You may not Bloodcharge this spell. After casting this spell your health drops to 1, you gain 1 point of exhaustion, you fall prone, and your turn immediately ends. You may not utilize your Corrupted Blood feature’s ability to Roll hit die after using this ability for 1 minute.





Path of Sacrifice

https://cdnb.artstation.com/p/assets/images/images/002/333/493/large/karina-serdyuk-thecultclassic-tionjh4858ps17.jpg?1460413021

Path of Sacrifice
The Path of Sacrifice is a path some desperate individuals take when seeking to utilize their own lifeforce to empower their allies. They sacrifice their own blood to heal, or quicken, or strengthen others by great lengths. Those who follow this path typically fell into Blood Magic by necessity, perhaps seeking a way to heal or restore a loved one or aspect of life unsuccessfully, eventually turning to powerful Blood Magic after exhausting all other options, eventually falling to the corruption of the art of Blood Magic.

Path of Sacrifice Expanded Spell List:
Level 1 – Bane, *Dark Blessing
Level 2 – Hold Person, Silence
Level 3 – Hypnotic Pattern, Counterspell
Level 4 – Fire Shield, Conjure Minor Elemental
Level 5 – Dominate Person, Telekinesis

Battle Support
Starting at 2nd level when you choose this Path, you acquire the training necessary to defend yourself from attacks in combat. You gain proficiency in Light Armor and Shields, though you still require a dagger in 1 hand and another open hand in order to utilize Bloodcasting.
You additionally gain proficiency in 1 of (Your choice) Perception, Insight, Survival, or Medicine.

Blood Aura
Starting at 2nd level when you choose this path, you’ve discovered the ability to use your Blood Magic to emanate an Aura of lifeforce driven magic at the price of your own vitality. Your Blood Aura may be activated at any time as an Action at the cost of lowering your Maximum Health by 1/3 (Rounded down) while the aura is active. When your Blood Aura is dropped, dispelled, or otherwise discontinued, your Maximum Health returns to its normal amount but your current health remains as is. This aura requires your concentration, and continues for as long as you choose to concentrate on it, however, you need not make concentration checks when hit with a melee attack or spell. Additionally, you may change your Blood Aura as an Action at any time. You may activate/change your Blood Aura a number of times equal to your Constitution Modifier per Long Rest.

Blood Aid
When you choose this aura, Each ally within 30 ft has experiences an increase in maximum and current hitpoints by 5 for the duration of the Aura. Any time a friendly creature is within 30 ft of you during combat, they gain +1 AC and +1 to Saving Throws.

Blood Assault
When you choose this aura, whenever an ally is within 30 ft of you deals an extra 1d4 Necrotic Damage when they hit with a weapon attack. Additionally, any ally who casts a spell while they are within 30 ft of you gains +1 to their spell attack for that spell.

Blood Fatigue
When you choose this aura, whenever an enemy is within 30 ft of your presence you are warded against them. Whenever an enemy targets you with an attack or a harmful spell they must first make a Wisdom saving throw. On a failure, the enemy must choose a new target or lose the attack or spell. This Aura does not protect the Blood Mage against Area effects, such as a fireball, so long as the Blood Mage is not the direct target of the spell or effect. Additionally, Enemies within this 30 ft radius must make a Constitution saving throw at the start of their turn. On a failure, the enemy takes 1d6 psychic damage as their mind fatigues inside the Blood Mage’s aura, and no damage on a successful save.

Blood Bond
Starting at 6th level, you gain the ability to magically bond with those affected by your Blood Aura. Any time an ally who is currently within range and under the effects of your Blood Aura (either Blood Aid or Blood Assault) takes damage, you may spend your reaction to transfer any number of temporary hitpoints from you to them prior to the damage being deducted from their hitpoints. For example, if you have 8 Temporary Hitpoints and an ally who is within your Blood Aura is hit with a melee attack for 20 damage, you may transfer those 8 Temporary Hitpoints to said ally by spending your reaction, resulting in them taking the first portion of the 20 damage from their newly acquired 8 Temporary Hitpoints. You may not transfer more temporary hitpoints to your ally than damage they’re receiving.

Improved Concentration
Starting at 10th level, you’ve become adept at maintaining your Blood Aura. It no longer requires your concentration, and you are able to maintain concentration on another spell while still maintaining your Blood Aura.

Empowered Blood Aura
Starting at 14th level, your Blood Aura grows in strength;

Blood Aid
When you choose this aura, Each ally within 30 ft has experiences an increase in maximum and current hitpoints by 10 for the duration of the Aura. Any time a friendly creature is within 30 ft of you during combat, they gain +2 AC and +2 to their Saving throws.

Blood Assault
When you choose this aura, whenever an ally is within 30 ft of you deals an extra 1d8 Necrotic Damage when they hit with a weapon attack. Additionally, any ally who casts a spell while they are within 30 ft of you gains +2 to their spell attack or +1 to their Spell Save D/C for that spell.

Blood Fatigue
When you choose this aura, whenever an enemy is within 30 ft of your presence you are warded against them. Whenever an enemy targets you with an attack or a harmful spell they must first make a Wisdom saving throw. On a failure, the enemy must choose a new target or lose the attack or spell. This Aura does not protect the Blood Mage against Area effects, such as a fireball, so long as the Blood Mage is not the direct target of the spell or effect. Additionally, Enemies within this 30 ft radius must make a Constitution saving throw at the start of their turn. On a failure, the enemy takes 2d6 psychic damage as their mind fatigues inside the Blood Mage’s aura, and no damage on a successful save.




Path of Enhancement

https://db4sgowjqfwig.cloudfront.net/campaigns/41134/assets/749158/bloodMage.jpg?1497997643

Path of Enhancement
The Path of Enhancement is reserved for individuals who seek to use their Blood Magic to empower their own body and weapons, enhancing their armor or weapon with Blood energy. Some wear medium armor, slashing with their Battleaxe as they throw fireballs, others utilize lighter armor to hide in the shadows and surprise enemies with their Rapier. Those who travel down the Path of Enhancement trend more towards melee combat, utilizing their weapon in conjunction with magic to both harm foes and draw out their lifeforce.

Path of Enhancement Expanded Spell List:
Level 1 – Wrathful Smite, Hex
Level 2 – Web, Branding Smite
Level 3 – Blink, Find Steed
Level 4 – Staggering Smite, Phantasmal Killer
Level 5 – Banishing Smite, Cone of Cold

Blood Mage Warrior
Starting at 2nd level when you choose this Path, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency in Light Armor, Medium Armor, and Martial Bladed Weapons without reach (Battleaxe, Greataxe, Greatsword, Longsword, Rapier, Scimitar, Shortsword, War Pick).
You additionally gain proficiency in 1 of (Your choice) Acrobatics, Athletics, or Stealth.

Empowered Speed
When you choose this path at 2nd level, you learn how to quickly weave in and out of melee combat, using the pain from the open wounds of an enemy to magically distract them. After you use your action or bonus action to make an attack, you gain the benefits from the disengage action if the enemy is not at full health.

Blood-Tinged Weapon
Starting at 6th level, you have learned to utilize the arcane power of your blood to enhance your weapon. While in combat, as a bonus action, you may run a 1 handed bladed weapon across your empty hand, enhancing the blade as you bleed on it. For the next 1 minute, You may add your Spellcasting (Constitution) modifier to your damage with this weapon, this additional damage counts as Necrotic damage, and you gain Temporary Hitpoints equal to the necrotic damage dealt in this way. The Temporary Hitpoints granted by this ability last until the end of your next turn.

Blood-Tinged Armor
Starting at 10th level, you gain the ability to magically utilize your fresh blood to enhance armor when in combat. Whenever you are in combat and below full health, your light armor is empowered by the lifeforce of your blood and gains +2 AC.

Battle Magic
Starting at 14th level, you have mastered the art of spell casting and weapon use into a single act. When you use your action to cast a Blood Mage spell, you can make a weapon attack as a Bonus Action.




Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cant increase an ability score above 20 using this feature.

Hematologic Regeneration:
Your bone marrow has magically adjusted to your ever-increasing need for blood. You regain all your Hit Die on a Long rest. In addition, if you begin combat without any Hit Die, you regain 1 Hit Die at the start of Combat.

Master Bloodcaster:
You have mastered your blood-driven form of spellcasting such that you may use other’s untapped lifeforce to fuel your spells. You may draw health from a willing creature within 30 ft of you to cast a spell with Bloodcasting during combat. This health cost may not be reduced by any spells or abilities, and is drawn directly from the creatures health (not from any kind of Ward or protective spell/ability, though it may be drawn from Temporary hitpoints). This creature must be willing and not coerced to do so via a magical effect, such as Dominate Person or Geas, and this ability cannot reduce a creatures health below 1. You may choose to draw a ratio of the spell's cost in health from the creature, and pay the difference in your own blood. The Blood Mage decides how much health to draw from the creature, and how much to draw from himself, but may only target 1 other creature at a time (May not Draw from 2 separate targets simultaneously). Any creature whom you draw blood from in this manner is touched by your Blood Magic, and becomes immune to magical healing until the start of it's next turn.








New spells:

Leach
Level: Cantrip
Time: 1 Action
Range: 30 ft
School: Necromancy
Duration: Instantaneous
Components: V-S
Make a spell attack against a target within 30 ft that is not at full health. On a hit, roll 1d6. That target takes Necrotic damage equal to the number rolled, and you gain temporary health equal to the damage dealt until the end of your next turn. That number increases by 1d6 at levels 5, 11, and 17.

Siphon Life
Level: 1st level spell
Time: 1 action
Range: 30 ft
School: Necromancy
Duration: Concentration, up to 1 minute
Components: V-S
Must be cast with the Bloodcasting feature, spell slots can not power this spell. During combat, one creature you can see within range must make a Wisdom Saving Throw. If the target fails this Saving Throw, they slowly weaken as their lifeforce bends to your will and invigorates you. At the start their turn, said creature takes 1d4 necrotic damage, and the caster gains health equal to ½ the damage dealt in this way rounded up. This effect lasts as long as the caster chooses to concentrate on the spell up to 1 minute, until the target leaves a 30 ft radius of the caster, or until dispelled.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each spell slot above the 1st.


Dark Blessing (Bless)
Level: 1st level spell
Time: 1 Action
Range: 30 ft
School: Enchantment
Duration: Concentration, Up to 1 minute
Components: V-S
Materials: A drop of blood
You bless up to three creatures of your choice within range. Whenever a target makes an attack, roll, or saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above the 1st.

Blood Boil
Level: 3rd level spell
Time: 1 Action
Range: 30 ft
School: Transmutation
Duration: Concentration, Up to 1 minute
Components: V-S
You sense an enemies lifeforce within their blood and attempt to infect it with your Blood Magic as you raise your wounded hand and focus, channeling your Blood’s energy. Choose a creature within 30 ft to make a Wisdom saving throw. A target takes 8d6 psychic damage on a failure as you infect their blood, and their mind. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause their blood to boil, causing 3d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, increase both damage rolls by 1d6 for each slot level above the 1st.


Mass Siphon Life
Level: 4th level spell
Time: 1 action
Range: 30 ft
School: Necromancy
Duration: Concentration, up to 1 minute
Components: V-S
Must be cast with the Bloodcasting feature, spell slots can not power this spell. During combat, up to 4 creatures you can see within range must make a Wisdom Saving Throw. If any of the targets fail this Saving Throw, they slowly weaken as their lifeforce bends to your will and invigorates you. At the start their turn, said creatures take 1d4 necrotic damage, and the caster gains health equal to ½ the damage dealt in this way rounded up. This effect lasts as long as the caster chooses to concentrate on the spell up to 1 minute, until the target leaves a 30 ft radius of the caster, or until dispelled.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each spell slot above the 4th.





*other thread: http://www.giantitp.com/forums/showthread.php?595815-Help-with-ideas-for-a-new-class-im-creating/page2

*Another thread - I originally made this class to have 1 level 7/8/9 spell slot and be unable to use HP for spells over level 6. I asked for thoughts on THAT class Here http://www.giantitp.com/forums/showthread.php?596670-Finished-Blood-Mage-Class-Have-at-it&p=24116487#post24116487

MoleMage
2019-09-30, 12:50 PM
Voting thread is up!

http://www.giantitp.com/forums/showthread.php?599403-D-amp-D-Base-Class-Contest-VIII-Voting-Thread&p=24177010#post24177010

No further edits to your class are allowed until voting has concluded. Feedback is still encouraged. Good luck everyone!

MoleMage
2019-10-14, 09:09 AM
Time to tally these votes!

In third place, with 8 points earned, we have theVoidWatches's Arcanist! Gamble with your magic as a core class feature!

In second place, with 9 points earned, BerzerkerUnit's Calligrapher! It's sorta like a truenamer, but it functions properly!

And in first place, with 10 points earned, MoleMage's Cultist! Stealing innate magic and worshipping the weird!

This was a good contest all around; a lot of complete, well built entries. Time had the most votes, so I'll be putting together the chat thread and submissions thread for that presently, but the new theme ideas will be noted at the beginning of that chat thread so we have time to consider them.

Voting has concluded for Contest VIII! Good work everyone!