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Tallytrev813
2019-08-20, 06:24 PM
Finished the class. All i need to do is complete the spell list:

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.

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 from others. 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 spells/abilities. This immunity to magical healing includes other class abilities such as Song of Rest. 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.


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, when you use your Corrupted Blood feature to expend Hit Die in combat, you may add your Constitution Modifier to the roll. Finally, 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.

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. The Path of Sacrifice is a path some desperate individuals take when seeking to utilize their own lifeforce to empower their allies. 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
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.

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 a damage die after using this ability for 1 minute.







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.

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 day.

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 only 12 total hitpoints worth of damage. 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
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.



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.

Blood Enhanced 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.

loki_ragnarock
2019-08-20, 06:37 PM
Vampiric Touch as a cantrip? At range?

You... you don't see a problem with that?

Spectrulus
2019-08-20, 06:37 PM
I would consider it far easier to make a subclass than a full class, possibly Sorcerer or Wizard with the option to create a spell slot by hit points equal to 5 times the spell level created per short rest.

That Cantrip is broken, I wouldn't add it. If anything, a Cantrip that let's you spend a hit dice without resting is sufficient.

Something like:

Recoup Blood
1 action
Self
You may spend 1 hit dice to recover health without needing to take a rest. Your hit dice recover as normal during a long rest.
At level 5 you may spend 2 hit dice, at level 11 you may spend 3 hit dice, and at level 17 4 hit dice without resting.

I would look to the 3rd edition Blood Magus for inspiration. I put some of its options below.

Blood Draught: store a spell in their blood for later (special Glyph spell)

Bloodseeking spell: take 3 damage to add 1d6 damage to a spell's damage rolls.

Thicker than water: 1/short rest, gain resistance to a source of physical damage.

Infusion: gain +2 Con, up to 22 I would guess. Giant Soul sorcerers have this one, so it's a high level idea.

Bloodwalk: 1/long rest, make a melee spell attack. If successful, you then walk through blood of a creature and teleport to another creature of that type you specify a distance and direction away. You may choose to harm the creature you exit, forcing them to make a Con saving throw or take Xd6 damage and be stunned, or save for half damage and no stun.

Grimmnist
2019-08-20, 06:39 PM
Cool concept that I've played around a bit with custom magic items. One item I made that may work as a class feature allowed my player to lose X health to gain 2X temporary hitpoints and be surrounded by a blood shell (I was picturing a blood elemental). It prevented healing from normal methods, prevented casting spells, nerfed the AC but gave some strong offensive options.

This class seems really difficult to balance, creating alternate methods of casting spells is a massive change. For example casting a 9th level spell for the cost of only 18 health is pretty trivial especially as you can combo this with a healer such as a life cleric for nearly infinite spell slots.

One balance note, the cantrip should change the wording so you regain health equal to the damage dealt otherwise resistance and immunity get janky. (I'm picturing two Aasimar Blood Mages using this on each other to heal to full). As Loki pointed out Healing cantrips are potentially problematic, because none exist vanilla.

Tallytrev813
2019-08-20, 06:45 PM
Vampiric Touch as a cantrip? At range?

You... you don't see a problem with that?

Ok, so i just started making the class today, so i anticipate it will need some balancing.

But, having said that, im not really sure how you got "Vampiric touch at a range" from this. Thats a silly attempt at delegitimizing the idea.

First of all, Vampiric touch is 3d6, while this is 1d6.
Secondly, Vampiric touch is concentration - thus repeatable.
Thirdly, this cantrip requires the target to already be damaged (Exposed blood to drain), so undamaged targets are not eligible.


Now, if your question is - "Do I think 1d6 necrotic damage + 1d6 health regain" is overpowered...my answer is no, i do not. A melee combatant is doing 1d8 to 1d12 + their Str/Dex mod. A caster, like a Warlock or Wizard, is likely doing 1d10-1d12 cantrip damage.

Hell, Toll the Dead is 1d12 damage with a similar stipulation of the target being damaged, and it doesnt have the pre-requisit of not being able to target undamaged targets.

I do not think 1d6/1d6 is overpowered. It's pretty good, and it's meant to be pretty good - since it's the class' concept. Similarly to how Eldritch blast is good for Warlocks.

JNAProductions
2019-08-20, 06:48 PM
Bag of Rats Problem.

Despite rats only having 1 HP, this still fails it. Just punch them for 1 point of damage, and then drain their blood to kill 'em.

Edit: Not to mention, Vampiric Touch is:

1) A 3rd level spell
2) Concentration
3) Equal damage at level 11+
4) Only restores half HP
5) Touch range

The literal ONLY disadvantage your cantrip has is it requires a damaged target. Admittedly, Vampiric Touch is a subpar 3rd level spell, but it's not THAT subpar.

Tallytrev813
2019-08-20, 06:51 PM
Cool concept that I've played around a bit with custom magic items. One item I made that may work as a class feature allowed my player to lose X health to gain 2X temporary hitpoints and be surrounded by a blood shell (I was picturing a blood elemental). It prevented healing from normal methods, prevented casting spells, nerfed the AC but gave some strong offensive options.

This class seems really difficult to balance, creating alternate methods of casting spells is a massive change. For example casting a 9th level spell for the cost of only 18 health is pretty trivial especially as you can combo this with a healer such as a life cleric for nearly infinite spell slots.

One balance note, the cantrip should change the wording so you regain health equal to the damage dealt otherwise resistance and immunity get janky. (I'm picturing two Aasimar Blood Mages using this on each other to heal to full). As Loki pointed out Healing cantrips are potentially problematic, because none exist vanilla.

I intentionally did not post quite a bit ive been building to try to balance the class. I am aware higher level spells may need higher health cost and so on.

Regarding the cantrip - the wording was meant to say the health is equal to the damage dealt. I may need to reword it as i see your point. I also may need to alter it do it's only usable in combat to prevent any of that abuse.

Tallytrev813
2019-08-20, 06:53 PM
Bag of Rats Problem.

Despite rats only having 1 HP, this still fails it. Just punch them for 1 point of damage, and then drain their blood to kill 'em.

Edit: Not to mention, Vampiric Touch is:

1) A 3rd level spell
2) Concentration
3) Equal damage at level 11+
4) Only restores half HP
5) Touch range

The literal ONLY disadvantage your cantrip has is it requires a damaged target. Admittedly, Vampiric Touch is a subpar 3rd level spell, but it's not THAT subpar.

Im not understanding the bag of rats problem.
Are you saying you'd catch a bunch of rats and carry them in a sack to drain them for 1 life each out of combat? Because that doesnt work.
You'd kill the rat with a 1 HP punch, and you cant drain health from a dead creature. You heal what you damage on the cantrip.


Also, im kind of looking for ideas for level 18 and 20 features, not critiques of the cantrip lol. Everyone seems pretty focused on that

JNAProductions
2019-08-20, 06:55 PM
Im not understanding the bag of rats problem.
Are you saying you'd catch a bunch of rats and carry them in a sack to drain them for 1 life each out of combat?

That's basically the bag of rats, yeah. Carry around a sack of rats (or other small, mostly harmless creature) and abuse poorly worded abilities in between combats. Frogs might work better, honestly, since they don't bite.

But even if the cantrip is purely used in combat, it's still too good. It makes keeping your HP up trivial, while losing at most 3 points of damage per tier (as compared to Toll The Dead).

Also, this belongs in the homebrew subforum, not the 5E one.

Edit: The rat doesn't die from the 1 HP damage-they're dying. They die from the cantrip, but that's still HP gained at no cost.

And just because you want ideas for something you've provided very little info on, doesn't mean your cantrip is exempt from critique.

Tallytrev813
2019-08-20, 07:03 PM
That's basically the bag of rats, yeah. Carry around a sack of rats (or other small, mostly harmless creature) and abuse poorly worded abilities in between combats. Frogs might work better, honestly, since they don't bite.

But even if the cantrip is purely used in combat, it's still too good. It makes keeping your HP up trivial, while losing at most 3 points of damage per tier (as compared to Toll The Dead).

Also, this belongs in the homebrew subforum, not the 5E one.

Edit: The rat doesn't die from the 1 HP damage-they're dying. They die from the cantrip, but that's still HP gained at no cost.

And just because you want ideas for something you've provided very little info on, doesn't mean your cantrip is exempt from critique.

My mistake on the location of the thread, i wasnt aware of that other of the other subforum.

But, thats not how the Cantrip would read - If a creature had 1 HP, and you punched it for 1 dmg reducing that HP to 0, then my intention is for the cantrip to read such that there is 0 HP left there to steal.

I'd also need to make it an in combat cantrip. I also dont think it makes keeping your HP up trivial. 1d6 is what - an average of 3.5? So a cantrip that deals 3.5 dmg and heals 3.5 health as your action doesnt seem overpowered to me when your using double that heal amount to cast one of your level 3 spells.

I will likely need to scale the health cost better, but if you want to use 3-4 actions to restore the health it cost to cast a spell you used and do 4 damage a round IF you hit with the spell attack, that seems like a lot of wasted turns to me.

But, like i said, ive never done something like this so im learning as i go

moonfly7
2019-08-20, 07:07 PM
So this shpuld actually be moved to homebrew, not plain old 5e. That said, blood hunter? It expands your hit points to do kind of magic. I know it's more melee, less magic, but use some of its features as a base maybe and make the blood mage as sort of caster version of the blood hunter, which is already pretty balanced.

loki_ragnarock
2019-08-20, 07:25 PM
First of all, Vampiric touch is 3d6, while this is 1d6.
Until 11th level. And then it's... 3d6, yeah? At range. Without a spell slot. At will.

I'm not trying to delegitimize the idea, I'm just asking if you're comfortable making vampiric touch a cantrip. If you are, mazel tov. But I'd be remiss if I didn't point it out. I'd also be remiss if I didn't mention that Making it a cantrip to support the idea also leaves it open to bards stealing it, magic initiates stealing it, tomelocks stealing it, probably other hijinks I can't think of like maybe edge case arcana clerics stealing it; as a cantrip it won't stay in the hands of the class you intend it for, even if it's an exclusive spell to the blood mage's list.
So, again, is that something you're comfortable with it being cast by bards, warlocks, fighters, and rogues? Are you comfortable with a Sorcerer multiclass twinning and quickening it?


Where I think I'm more uncomfortable is that it's an at will, at range vampiric touch on a concept where hp are also spell slots. That's a recovery mechanic that gets very difficult to balance, I suspect. Without more to go with though, it might be perfectly fine.
I'd personally recommend that you turn it into a class feature rather than a cantrip in either case.

Tallytrev813
2019-08-20, 07:30 PM
Until 11th level. And then it's... 3d6, yeah? At range. Without a spell slot. At will.

I'm not trying to delegitimize the idea, I'm just asking if you're comfortable making vampiric touch a cantrip. If you are, mazel tov. But I'd be remiss if I didn't point it out. I'd also be remiss if I didn't mention that Making it a cantrip to support the idea also leaves it open to bards stealing it, magic initiates stealing it, tomelocks stealing it, probably other hijinks I can't think of like maybe edge case arcana clerics stealing it; as a cantrip it won't stay in the hands of the class you intend it for, even if it's an exclusive spell to the blood mage's list.
So, again, is that something you're comfortable with it being cast by bards, warlocks, fighters, and rogues? Are you comfortable with a Sorcerer multiclass twinning and quickening it?


Where I think I'm more uncomfortable is that it's an at will, at range vampiric touch on a concept where hp are also spell slots. That's a recovery mechanic that gets very difficult to balance, I suspect. Without more to go with though, it might be perfectly fine.
I'd personally recommend that you turn it into a class feature rather than a cantrip in either case.

Thats a really good idea - Re: turning it into a class feature. Thanks!
I may have to tweak it around some. Maybe make it useable #=Spellcasting mod per long rest or something

Tallytrev813
2019-08-20, 07:32 PM
It seems like maybe people are more prepared to critique than offer new ideas (totally fine, dont mean for that to be read in a passive aggressive way)...

The class im making i wanted to do something a little unorthodox so maybe people can tell me if its a bad idea, but i wanted his spellcasting stat to be Constitution.

moonfly7
2019-08-20, 07:52 PM
It seems like maybe people are more prepared to critique than offer new ideas (totally fine, dont mean for that to be read in a passive aggressive way)...

The class im making i wanted to do something a little unorthodox so maybe people can tell me if its a bad idea, but i wanted his spellcasting stat to be Constitution.
I love that idea. Id suggest expending actual health for high powered spell like affects actually. Give a d12 hit die and every 10 points above the first hit point you spend is like another spell slot. Let them epend hit die as an action becayse they need it to just survive and cast. Thatd be awesome. I'd play it.

JackPhoenix
2019-08-20, 07:54 PM
First of all, Vampiric touch is 3d6, while this is 1d6.

And this will scale, being 2d6 at the level when you actually get Vampiric Touch, and being equal at level 11 and better at level 17, and Vampiric Touch only gives you half the damage caused back.


Secondly, Vampiric touch is concentration - thus repeatable.

Which makes it actually WORSE. This is a cantrip, thus ALSO repeatable, but without the need for initial spell slot investment, and without taking your concentration.


Thirdly, this cantrip requires the target to already be damaged (Exposed blood to drain), so undamaged targets are not eligible.

Which is laughably easy condition to fulfil.


I do not think 1d6/1d6 is overpowered. It's pretty good, and it's meant to be pretty good - since it's the class' concept. Similarly to how Eldritch blast is good for Warlocks.

Just because you do not think so doesn't make it true.


But, thats not how the Cantrip would read - If a creature had 1 HP, and you punched it for 1 dmg reducing that HP to 0, then my intention is for the cantrip to read such that there is 0 HP left there to steal.

But that's how the cantrip does read... it doesn't matter what is the damage you've caused, you restore the amount of HP rolled regardless. You can get a pet specter (there are many ways to do that), somehow hurt it for 1 damage to fulfil the "must be damaged" requirement, and keep it around as eternal HP battery, as it's immune to necrotic damage.

Tallytrev813
2019-08-20, 07:58 PM
And this will scale, being 2d6 at the level when you actually get Vampiric Touch, and being equal at level 11 and better at level 17, and Vampiric Touch only gives you half the damage caused back.



Which makes it actually WORSE. This is a cantrip, thus ALSO repeatable, but without the need for initial spell slot investment, and without taking your concentration.



Which is laughably easy condition to fulfil.



Just because you do not think so doesn't make it true.



But that's how the cantrip does read... it doesn't matter what is the damage you've caused, you restore the amount of HP rolled regardless. You can get a pet specter (there are many ways to do that), somehow hurt it for 1 damage to fulfil the "must be damaged" requirement, and keep it around as eternal HP battery, as it's immune to necrotic damage.

Do you feel better about yourself? Seriously?
Ive never done this before, its not that serious. I made it up, i can change it. It's not a big deal. Your bad attitude, however, is offensive. Feel free not to reply in the thread.

JNAProductions
2019-08-20, 08:01 PM
Do you feel better about yourself? Seriously?
Ive never done this before, its not that serious. I made it up, i can change it. It's not a big deal. Your bad attitude, however, is offensive. Feel free not to reply in the thread.

Tally, if you can't take critique, don't post your homebrew.

While JP may have been a little too blunt, their critiques are fully accurate.

loki_ragnarock
2019-08-20, 08:29 PM
The class im making i wanted to do something a little unorthodox so maybe people can tell me if its a bad idea, but i wanted his spellcasting stat to be Constitution.
Making it constitution will have the side effect of making concentration effects very difficult to dislodge from this particular caster.

Which is fine if that's something you're comfortable with. You might even lean into that theme; concentration might be a strong aspect of the class. Something like a damage/speed/skill bonus while you have a concentration effect up?

Grod_The_Giant
2019-08-20, 08:39 PM
I'd very much suggest demoing this to either a Warlock or Sorcerer subclass. "Blood caster" strikes me as much more of a sub-specialty than a broad archetype like "wizard." I'm certainly not a PHB purist or anything (I've written what, six new classes now?), but a good rule of thumb is that if you can't think of at least three distinct subclass archetypes, your concept probably is too narrow to make a good class.

A Sorcerer subclass, though, would work well, because sorcery points are already halfway to what you want. Just let Blood Mages spend hit points in place of sorcery points (at an appropriate ratio) and you've got the core mechanic pretty much down.

At the very least, check out the Spell Points variant from the DMG; that'll give you a good guide to the relative values of spell slots-- it's not purely linear.

Spectrulus
2019-08-20, 08:48 PM
I'd very much suggest demoing this to either a Warlock or Sorcerer subclass. "Blood caster" strikes me as much more of a sub-specialty than a broad archetype like "wizard."...

When it comes to homebrew, I trust in Grod_The_Giant.

Thanks for seconding my suggestion!

JNAProductions
2019-08-20, 09:18 PM
When it comes to homebrew, I trust in Grod_The_Giant.

Thanks for seconding my suggestion!

I second listening to Grod, which therefore theirds Spect's suggestion.

I also support his significantly less confrontational approach to offering advice, and should probably take a leaf from that myself.

Tallytrev813
2019-08-21, 11:28 AM
Tally, if you can't take critique, don't post your homebrew.

While JP may have been a little too blunt, their critiques are fully accurate.

Moreso frustrating when i ask about level 18/20 Class feature ideas and get badgered about how unbalanced the cantrip is that i only posted to give an idea of the class concept.

Saying things like, "Just because you don't think so doesn't make it true" is not constructive criticism, it's rude. I made it perfectly clear in 3-4 other posts PRIOR to his that i had never done this before and that i was aware it would need some balancing. The point of his post was to harp on abusable text that had already been addressed previously in the thread.

He wasn't looking to critique - he was looking to argue. That seemed pretty clear to me.

Tallytrev813
2019-08-21, 11:33 AM
I'd very much suggest demoing this to either a Warlock or Sorcerer subclass. "Blood caster" strikes me as much more of a sub-specialty than a broad archetype like "wizard." I'm certainly not a PHB purist or anything (I've written what, six new classes now?), but a good rule of thumb is that if you can't think of at least three distinct subclass archetypes, your concept probably is too narrow to make a good class.

A Sorcerer subclass, though, would work well, because sorcery points are already halfway to what you want. Just let Blood Mages spend hit points in place of sorcery points (at an appropriate ratio) and you've got the core mechanic pretty much down.

At the very least, check out the Spell Points variant from the DMG; that'll give you a good guide to the relative values of spell slots-- it's not purely linear.

Thanks,

The reason i made it a new class (Im building it with my table im playing ToA with now) is that we actually have 3 subclasses already geared towards 3 players interested in being involved in building it. So i didnt want to make 3 subclasses of a subclass.

The ideas were;

1.) A glass cannon caster to the extreme - who is unbuffed wizardly squishy and has no access to spells like Shield AND that sac's his life to drop heavy blasting.

2.) A healer with the concept of "I give my lifeforce to heal all of yours"

3.) A melee who gains access to light armor, cuts/bleeds onto their 1 handed bladed weapon to enchant it with a lifesteal effect, and who uses their own blood from wounds caused by enemies to gain AC as they drop in HP.

I may look into how Sorcery points work (I havent actually played a Sorcerer), but I'm going to try to make this balanced. I dont think it will be hard to word things to prevent abusing them out of combat, ive gotten some good input and ideas in this thread for ways to prevent that and ive got a few ideas of my own

Tallytrev813
2019-08-21, 11:40 AM
Making it constitution will have the side effect of making concentration effects very difficult to dislodge from this particular caster.

Which is fine if that's something you're comfortable with. You might even lean into that theme; concentration might be a strong aspect of the class. Something like a damage/speed/skill bonus while you have a concentration effect up?

Yes, this is a concept we're trying to run with. We wanted to make the class initially SAD, and then give some incentive towards another Ability once the subclasses split based on the subclass.

Dex for a melee/rogue type
Wisdom for a healing type
and Intelligence for a glass cannon

Grod_The_Giant
2019-08-21, 11:41 AM
Mkay. That is a reasonable range of archetypes for a full class.

Tallytrev813
2019-08-21, 11:43 AM
I love that idea. Id suggest expending actual health for high powered spell like affects actually. Give a d12 hit die and every 10 points above the first hit point you spend is like another spell slot. Let them epend hit die as an action becayse they need it to just survive and cast. Thatd be awesome. I'd play it.

Yes! This was very close to the concept we wanted to roll with. I really like the idea of a feature being that you can expend hit die to heal in combat. May make the class unaffected by magical healing from party members but still able to use Health Potions. I'd like them to burn their Hit Die and have a few spells/features that steal health.


Edit: I actually very much appreciate this. I was planning on giving them a d8 hit die and was working through cost of spells - initial idea was spells cost 2x spell slot level - but i think a d12 hit die reflecting their resilience after practicing with their own blood and maybe 4xSpell slot level works a little better. Bigger health pool, high cost spells. 1st level spells at 4 heals seems appropriately risky. 9th level spell slot at 36 health may not be a high enough price though.

I think i need to calculate the health pool of a level 20 d12 + max con caster and see what amount of HP a 9th level spell should cost. I'd think it would need to be hefty, like 1/3 - 1/4 of their health or something.

Tallytrev813
2019-08-21, 11:50 AM
Mkay. That is a reasonable range of archetypes for a full class.

Thank you for the thoughts though - very much would appreciate any input into the idea as i go.

I originally made the thread as i had begun to dry up with ideas for Class/Subclass features, but am getting some great stuff here.

Grod_The_Giant
2019-08-21, 11:58 AM
Thank you for the thoughts though - very much would appreciate any input into the idea as i go.

I originally made the thread as i had begun to dry up with ideas for Class/Subclass features, but am getting some great stuff here.
A possible capstone, I think, would be to cast from another, willing creature's blood-- you touch them, and they take the damage instead of you.

Trickery
2019-08-21, 12:00 PM
I recommend you give them the usual spell slots and, instead of using life to cast spells, give them a bonus action to spend life to recover spell slots as a bonus action.

The cost should be 5*spell level (see Bladesinger, who has a similar feature), and it should only work on spell slots of 5th level or lower (see Sorcerer). Otherwise things get too weird at high levels.

You could add a feature where a spell can be Empowered by spending 2*spell slot level in HP. Empowered could allow a couple of different Metamagic-like effects, such as changing the damage type to magic weapon (magical blood daggers) or allowing you to add additional damage on top of what the spell already does (perhaps damage = damage done to you, or could be 1d6 per spell level).

What's going to make or break this class is not the mechanics so much as the spell selection. You'll want to create some new, unique spells to make this class feel different. Here's an idea:

Blood Tether: form a blood tether between yourself and a target within 30 feet. If either of you try to move away from the other, you must first succeed on an athletics contest against the other to do so. Regardless, if one target moves, the other is pulled along. Additionally, you can use a bonus action to force the target to make a strength saving throw or be pulled 15 feet closer to you, shortening the tether. A creature under this effect may spend its action to make a strength saving throw, breaking the tether upon a success. Willing targets may choose to fail their saving throw or athletics contest.

Tallytrev813
2019-08-21, 12:05 PM
A possible capstone, I think, would be to cast from another, willing creature's blood-- you touch them, and they take the damage instead of you.

I really like this concept. I think it has great potential.
Would you mind talking a little more about it? I think i can see the benefits, but im seeing some limitations that make me wonder how it compares to the other capstones. Touch range, willing creature, etc. If you have a moment, talk to me a little about how you'd utilize it. Do you think it compares well to the other capstones? Im not saying it needs to be "Archdruid level" so to speak. I can see the benefits as it allows you to cast multiple 9th level spells utilizing your party, and your party members WOULD be eligable to healing (im planning on making the class ineligable to be magically healed except by their own lifesteal spells or health potions).

The more i think on this the more i like it.

Tallytrev813
2019-08-21, 12:09 PM
I recommend you give them the usual spell slots and, instead of using life to cast spells, give them a bonus action to spend life to recover spell slots as a bonus action.

The cost should be 5*spell level (see Bladesinger, who has a similar feature), and it should only work on spell slots of 5th level or lower (see Sorcerer). Otherwise things get too weird at high levels.

You could add a feature where a spell can be Empowered by spending 2*spell slot level in HP. Empowered could allow a couple of different Metamagic-like effects, such as changing the damage type to magic weapon (magical blood daggers) or allowing you to add additional damage on top of what the spell already does (perhaps damage = damage done to you, or could be 1d6 per spell level).

What's going to make or break this class is not the mechanics so much as the spell selection. You'll want to create some new, unique spells to make this class feel different. Here's an idea:

Blood Tether: form a blood tether between yourself and a target within 30 feet. If either of you try to move away from the other, you must first succeed on an athletics contest against the other to do so. Regardless, if one target moves, the other is pulled along. Additionally, you can use a bonus action to force the target to make a strength saving throw or be pulled 15 feet closer to you, shortening the tether. A creature under this effect may spend its action to make a strength saving throw, breaking the tether upon a success. Willing targets may choose to fail their saving throw or athletics contest.

There's a lot of good stuff in here. Thanks! I love blood tether, it creates interesting battlefield control, especially if movement from the spell doesnt provoke AoO's...or if it does, which creates a lot of offensive capabilities...

Good stuff.

I may need to think on allowing Blood to cast for level 5 or 6 spell slots and below, and then providing 1 level 7/8/9 spell slot that can be recharged out of combat with HP. Or something like that.

Tallytrev813
2019-08-21, 12:13 PM
So, i got some good suggestions regarding the Drain life cantrip i posted...

Curious on peoples thoughts here:

Changing from a cantrip to a level 1 feature (Similar to Arcane Recovery)

Drain Life:
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.

Now, i made it an auto-hit on a damaged target but i lowered the damage die. It costs a bonus action, and will have limited uses/long rest. Should i make it a spell attack to weaken it some? Thoughts?

Im also toying with the idea of tabling this ability and making the level 1 ability giving the class Access to spending Hit Die in combat as a bonus action

Grod_The_Giant
2019-08-21, 12:29 PM
I really like this concept. I think it has great potential.
Would you mind talking a little more about it? I think i can see the benefits, but im seeing some limitations that make me wonder how it compares to the other capstones. Touch range, willing creature, etc. If you have a moment, talk to me a little about how you'd utilize it. Do you think it compares well to the other capstones? Im not saying it needs to be "Archdruid level" so to speak. I can see the benefits as it allows you to cast multiple 9th level spells utilizing your party, and your party members WOULD be eligable to healing (im planning on making the class ineligable to be magically healed except by their own lifesteal spells or health potions).

The more i think on this the more i like it.
If it's too open-ended, it basically becomes at-will spellcasting, which is a bit much even for a capstone. With the limits, it's more a way of pooling resources.

Tallytrev813
2019-08-21, 01:04 PM
If it's too open-ended, it basically becomes at-will spellcasting, which is a bit much even for a capstone. With the limits, it's more a way of pooling resources.

The more i think on this the more i love it for a capstone.
I actually dont think im going to alter it at all. Thanks for this lol.

Would it become overpowered if the caster was able to choose the HP split? or should it be all the HP from either yourself or your ally?

Grod_The_Giant
2019-08-21, 01:15 PM
The more i think on this the more i love it for a capstone.
I actually dont think im going to alter it at all. Thanks for this lol.

Would it become overpowered if the caster was able to choose the HP split? or should it be all the HP from either yourself or your ally?
Either way. You don't really have to worry too much about balance at level 20-- a bit broken is fine (coughMoonDruidcough) as long as it's not laughably rediculous.

Tallytrev813
2019-08-21, 01:18 PM
Either way. You don't really have to worry too much about balance at level 20-- a bit broken is fine (coughMoonDruidcough) as long as it's not laughably rediculous.

Part of me likes a Modest capstone, because it justifies slightly stronger mid-level abilities which is where most players spend their time playing the character anyway.

LudicSavant
2019-08-21, 01:26 PM
As of now, in place of "Spellcasting" he has "Bloodcasting" - Basically the class has no spell slots, and casts spells at the cost of double the health of the spell slot level. So a level 1 spell slot costs 2 health. A level 5 spell slot costs 10 health.

This sort of thing would be really abusable for the same reason that the recent UA Barbarian is. You would need to have some sort of limit other than just hit points.

Fnissalot
2019-08-21, 01:35 PM
Possible variation of that cantrip.

Leeching Tether
necromancy cantrip
30 ft range
Action
Somatic

Do a ranged spell attack. If you hit, deal 1d6 piercing damage. If you roll a 20 to hit and deal damage, you gain temporary hit points equal to your spell attack modifier.

The damage increases by 1 die at 5th, 11th and 17th level.

That said, there are two blood mage inspired classes being works in progress in the 5e base class challenge over in Homebrew.

Tallytrev813
2019-08-21, 01:35 PM
This sort of thing would be really abusable for the same reason that the recent UA Barbarian is. You would need to have some sort of limit other than just hit points.

Im looking at raising the cost in hitpoints, but also as someone mentioned earlier im considering the idea someone was nice enough to post of having the HP cost for spells only continue to level 5 or 6 spell slots, and then provide 1 level 7/8/9 (And possibly 6) spell slot that must be replenished at the price of blood and does not replenish on Long Rests.

Tallytrev813
2019-08-21, 01:38 PM
Possible variation of that cantrip.

Leeching Tether
necromancy cantrip
30 ft range
Action
Somatic

Do a ranged spell attack. If you hit, deal 1d6 piercing damage. If you roll a 20 to hit and deal damage, you gain temporary hit points equal to your spell attack modifier.

The damage increases by 1 die at 5th, 11th and 17th level.

Oh! I really like the idea of Temporary hit points rather than life steal. This could fix the problem.

Perhaps i make a cantrip for the class that does 1d6 necrotic damage that scales as you noted that grants you temporary HP equal to damage dealt (Or perhaps equal to 1/2 the damage dealt?), and the Temporary HP only lasts 1 minute, or perhaps until the end of your NEXT turn (Allowing you to either have a bit of HP buff for an attack, or use it for a spell).


That would eliminate abusing it out of combat i think?

JNAProductions
2019-08-21, 01:38 PM
Possible variation of that cantrip.

Leeching Tether
necromancy cantrip
30 ft range
Action
Somatic

Do a ranged spell attack. If you hit, deal 1d6 piercing damage. If you roll a 20 to hit and deal damage, you gain temporary hit points equal to your spell attack modifier.

The damage increases by 1 die at 5th, 11th and 17th level.

You can give THP for a Cantrip. That's fine, since it doesn't stack.

Fnissalot
2019-08-21, 01:44 PM
Oh! I really like the idea of Temporary hit points rather than life steal. This could fix the problem.

Perhaps i make a cantrip for the class that does 1d6 necrotic damage that scales as you noted that grants you temporary HP equal to damage dealt (Or perhaps equal to 1/2 the damage dealt?), and the Temporary HP only lasts 1 minute, or perhaps until the end of your NEXT turn (Allowing you to either have a bit of HP buff for an attack, or use it for a spell).


That would eliminate abusing it out of combat i think?
Sounds good!

If you are making subclass, the even easier thing to do is to say that you gain a few temporary hit points when you deal damage with a necromancy cantrip, as your first feature.

Tallytrev813
2019-08-21, 02:01 PM
Sounds good!

If you are making subclass, the even easier thing to do is to say that you gain a few temporary hit points when you deal damage with a necromancy cantrip, as your first feature.

Thats a good idea.
Im currently tabling the Subslasses until i feel good about the overarching class features at level 1, level 18, and level 20.

Currently, im going to utilize the Capstone as mentioned earlier in the thread, and i have these for level 1 features:

Drain Life:
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:
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 as though you were taking a short rest. Additionally, your lifeforce is not responsive to magical healing from others. 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 spells. This immunity to magical healing includes other class abilities such as Song of Rest.




Here is the Cantrip after some editing:

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.


And finally, here is a spell ive made (Input appreciated)

Siphon Life
Level: 1st level spell
Time: 1 action
Range: 30 ft
School: Necromancy
Duration: Concentration, up to 1 minute
Components: V-S
During combat, one creature you can see of your choice within range must make a Constitution 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 down. 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.

LudicSavant
2019-08-21, 02:44 PM
Im looking at raising the cost in hitpoints
Simply raising the HP cost won't really fix it.

Basically as long as the hit point cost isn't so high as to not be worth it for pretty much every normal build (like "50 hp for a first level spell"), it'll be able to generate infinite spell slots for a Life Cleric / Druid dipper.

As such, you should have some cost or limit other than just hit points.

Tallytrev813
2019-08-21, 02:51 PM
Simply raising the HP cost won't really fix it.

Basically as long as the hit point cost isn't so high as to not be worth it for pretty much every normal build (like "50 hp for a first level spell"), it'll be able to generate infinite spell slots for a Life Cleric / Druid dipper.

As such, you should have some cost or limit other than just hit points.

Ah - I hadn’t accounted for multiclassing.

Perhaps I limit the class ability to casting spells on the Blood Mage spell list, and/or have the text read such that Bloodcasting -eliminates- all non-Bloodcasting spell slots. So dipping Cleric/Druid would not give you any spell slots.

That would solve the problem right?

Edit:

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. 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.

Still working on this spellcasting style though.

Edit again: Thanks for bringing that up Ludic. Not only was it a big flaw to fix, but it also helps me balance the subclasses, as i suspect the casting subclasses will be at an advantage - this may make Multiclassing Rogue or something a great benefit to the Melee subclass.

Tallytrev813
2019-08-21, 03:52 PM
If it's too open-ended, it basically becomes at-will spellcasting, which is a bit much even for a capstone. With the limits, it's more a way of pooling resources.

Thinking on this - is it broken when paired with a druid?

I just nerfed the HP spell casting to cap at level 6 slots, but if there's an Arch Druid in the party i can draw HP from, i can sit there and Disintegrate, or Chain Lightning, off of the Druid's beast.

Too broken? Or just a really good combo?

-------------------------------------------------------------

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. 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.

Tallytrev813
2019-08-21, 04:54 PM
Ok, here's the main class features all put together, any thoughts are much appreciated:

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 7) + 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, History, Sleight of Hand, 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. 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.

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.

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.


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 from others. 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 spells. This immunity to magical healing includes other class abilities such as Song of Rest. 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.

Paths of Manipulation:
Level 2
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.

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:
Level 18
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, when you use your Corrupted Blood feature to expend Hit Die in combat, you may add your Constitution Modifier to the roll. Finally, if you begin combat without any Hit Die, you regain 1 Hit Die at the start of Combat.

Master Bloodcaster:
Level 20
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. 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.

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

I appreciate all the help, anything you notice in this core class ability list please let me know. I've gotten immense help in this thread and i appreciate it greatly.

I am going to work on the Subclasses, i will create a new thread once i have everything finished with it all put together and link it here.

moonfly7
2019-08-21, 05:23 PM
Yes! This was very close to the concept we wanted to roll with. I really like the idea of a feature being that you can expend hit die to heal in combat. May make the class unaffected by magical healing from party members but still able to use Health Potions. I'd like them to burn their Hit Die and have a few spells/features that steal health.


Edit: I actually very much appreciate this. I was planning on giving them a d8 hit die and was working through cost of spells - initial idea was spells cost 2x spell slot level - but i think a d12 hit die reflecting their resilience after practicing with their own blood and maybe 4xSpell slot level works a little better. Bigger health pool, high cost spells. 1st level spells at 4 heals seems appropriately risky. 9th level spell slot at 36 health may not be a high enough price though.

I think i need to calculate the health pool of a level 20 d12 + max con caster and see what amount of HP a 9th level spell should cost. I'd think it would need to be hefty, like 1/3 - 1/4 of their health or something.


So, i got some good suggestions regarding the Drain life cantrip i posted...

Curious on peoples thoughts here:

Changing from a cantrip to a level 1 feature (Similar to Arcane Recovery)

Drain Life:
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.

Now, i made it an auto-hit on a damaged target but i lowered the damage die. It costs a bonus action, and will have limited uses/long rest. Should i make it a spell attack to weaken it some? Thoughts?

Im also toying with the idea of tabling this ability and making the level 1 ability giving the class Access to spending Hit Die in combat as a bonus action


Im looking at raising the cost in hitpoints, but also as someone mentioned earlier im considering the idea someone was nice enough to post of having the HP cost for spells only continue to level 5 or 6 spell slots, and then provide 1 level 7/8/9 (And possibly 6) spell slot that must be replenished at the price of blood and does not replenish on Long Rests.


Simply raising the HP cost won't really fix it.

Basically as long as the hit point cost isn't so high as to not be worth it for pretty much every normal build (like "50 hp for a first level spell"), it'll be able to generate infinite spell slots for a Life Cleric / Druid dipper.

As such, you should have some cost or limit other than just hit points.


Ok, here's the main class features all put together, any thoughts are much appreciated:

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 7) + 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, History, Sleight of Hand, 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. 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.

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.

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.


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 from others. 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 spells. This immunity to magical healing includes other class abilities such as Song of Rest. 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.

Paths of Manipulation:
Level 2
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.

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:
Level 18
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, when you use your Corrupted Blood feature to expend Hit Die in combat, you may add your Constitution Modifier to the roll. Finally, if you begin combat without any Hit Die, you regain 1 Hit Die at the start of Combat.

Master Bloodcaster:
Level 20
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. 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.

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

I appreciate all the help, anything you notice in this core class ability list please let me know. I've gotten immense help in this thread and i appreciate it greatly.

I am going to work on the Subclasses, i will create a new thread once i have everything finished with it all put together and link it here.
So, I love it, but here's some concerns:
Rolling hit die as a bonus action might be ok, but I don't know. Playtest it to see if an action would be better.
Second, make sure that you cant cast 5th level spells at 1st level. Put a restriction on spells know so that you can't cast spells of a level higher than 1 at level 1. Then follow normal casting progression. I did the same thing for a nonspellslot caster I'm making.
Edit, reread your work, you already covered it, the above text is useless.
Also, an idea I had: make a spell (or subclass feature) which allows the conversion of health to temp hp, and treat it like the one wizard subclass ward, let it stack with outside temp hp. Then maybe let the subclass expend temp hp to do special sunclassy thing, maybe explain it as converting raw life force into a magical equivalent. Just a thought, you don't have to use it.
Lastly, a homebrew contest for slot less casting is going on, and I think you should enter this. It rocks.

Tallytrev813
2019-08-21, 05:38 PM
So, I love it, but here's some concerns:
Rolling hit die as a bonus action might be ok, but I don't know. Playtest it to see if an action would be better.
Second, make sure that you cant cast 5th level spells at 1st level. Put a restriction on spells know so that you can't cast spells of a level higher than 1 at level 1. Then follow normal casting progression. I did the same thing for a nonspellslot caster I'm making.
Edit, reread your work, you already covered it, the above text is useless.
Also, an idea I had: make a spell (or subclass feature) which allows the conversion of health to temp hp, and treat it like the one wizard subclass ward, let it stack with outside temp hp. Then maybe let the subclass expend temp hp to do special sunclassy thing, maybe explain it as converting raw life force into a magical equivalent. Just a thought, you don't have to use it.
Lastly, a homebrew contest for slot less casting is going on, and I think you should enter this. It rocks.

You are TOTALLY on my wavelength. I love this idea, and it plays off of what i was planning already.

Regarding the Hit Die - Yes, it will need to be play-tested i agree. I am willing to alter it to balance it, but i like the concept of spending hit-die in combat and regaining them faster. I really like the idea for the level 18 feature, and i kind of wish it came sooner, but i think it'd be too good on this class to be earlier than 18. The Hit-Die expenditure MAY need to be an Action, we'll see. I want the class to be one who is constantly using it's bonus action/Concentration to regain life and it's action to cast/melee, a very active caster/melee. But it will have to be balanced by requiring resource management.

Regarding the early text - I have a Spellcasting Progression, Spell List, and so on already made. I am tweaking it and will post later. It looks a lot like the Warlock spell progression, only a little better. This will not be a prepared spell caster, this class will NOT have Ritual Casting. Similarly to Warlock, they will start will 2 spells known, and go up by 1 spell each level until level 14, and then will learn 1 new spell every 2 levels. They will be able to trade out 1 spell on a long rest (Like a Warlock). They have a spell level progression that sync's with a Wizards Spell Slot Level progression.

Here is what i want the subclass concepts to look like:

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.


*Ideas:

Path of Harm:
1.) I want a feature they get to be a non-healing, minor, open wound. This would allow them to NOT require an open hand/bladed weapon to cast, and thus give them access to Staffs/Wands.
2.) I want a feature they allows them to spend some health to add a damage die on a spell's damage. So, say they cast something like Burning Hands for 3d6 damage at the cost of 4 health for a level 1 spell slot. Prior to the spell attack/Spell save DC roll, they may spend an additional 5 health to add 1d10 Necrotic Damage die (example off the top of my head).

Path of Sacrifice:
This is the path that coincides with your idea above. I want this class to sacrifice it's own health to drop +Temp HP on the whole party, or another idea i had was a spell the costs health that gives the whole party +1d4 on to their original Initiative, followed by reordering initiative (So your party members can move ahead of enemies in the initiative order). Another thing i want them to have is a spell that is a toned-down Haste they can buff the party with. And later spells doing something like giving the party fly speed, or AoE Crowd Control. I want this to be the Buffer/Controller class.

Path of Enhancement:
1.) This class will get immediate proficiency with Light Armor, Martial weapons. Their Bloodcasting will limit them to 1 handed bladed weapons, so i envision Rapier wielding Valor-Bard-Like Melee.
2.) I want a feature to be them cutting their palm with the blade and their blood enhancing the weapon, adding 1d4 necrotic damage on the weapon that causes healing equal to damage dealt. This may-or-may-not scale.
3.) I want a later feature (probably level 14) to be an ability where the players own blood enhances their armor such that each time they're hit in combat with an attack they gain Temp +1 AC for X Seconds (A few rounds), and each time they get hit it stacks until either combat is over or X seconds passes without them getting hit.

Tallytrev813
2019-08-21, 06:05 PM
Lastly, a homebrew contest for slot less casting is going on, and I think you should enter this. It rocks.

Thank you, that means a lot to me.
To be honest, a big part of the creation has been people on this board helping me - im not completely sure what im doing so ive gotten great direction.

I'd enter the contest, but i did alter the class to get 1 spell slot of the 7th, 8th, and 9th level at levels 13, 15, and 17. Im not sure it would qualify.

Edit: I changed the spellcasting to remove the spell slots and made 7th level x5 health, 8th level x6 health, and 9th level x7 health.

Thanks for directing me to there, i submitted the class.

moonfly7
2019-08-21, 07:35 PM
You are TOTALLY on my wavelength. I love this idea, and it plays off of what i was planning already.

Regarding the Hit Die - Yes, it will need to be play-tested i agree. I am willing to alter it to balance it, but i like the concept of spending hit-die in combat and regaining them faster. I really like the idea for the level 18 feature, and i kind of wish it came sooner, but i think it'd be too good on this class to be earlier than 18. The Hit-Die expenditure MAY need to be an Action, we'll see. I want the class to be one who is constantly using it's bonus action/Concentration to regain life and it's action to cast/melee, a very active caster/melee. But it will have to be balanced by requiring resource management.

Regarding the early text - I have a Spellcasting Progression, Spell List, and so on already made. I am tweaking it and will post later. It looks a lot like the Warlock spell progression, only a little better. This will not be a prepared spell caster, this class will NOT have Ritual Casting. Similarly to Warlock, they will start will 2 spells known, and go up by 1 spell each level until level 14, and then will learn 1 new spell every 2 levels. They will be able to trade out 1 spell on a long rest (Like a Warlock). They have a spell level progression that sync's with a Wizards Spell Slot Level progression.

Here is what i want the subclass concepts to look like:

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.


*Ideas:

Path of Harm:
1.) I want a feature they get to be a non-healing, minor, open wound. This would allow them to NOT require an open hand/bladed weapon to cast, and thus give them access to Staffs/Wands.
2.) I want a feature they allows them to spend some health to add a damage die on a spell's damage. So, say they cast something like Burning Hands for 3d6 damage at the cost of 4 health for a level 1 spell slot. Prior to the spell attack/Spell save DC roll, they may spend an additional 5 health to add 1d10 Necrotic Damage die (example off the top of my head).

Path of Sacrifice:
This is the path that coincides with your idea above. I want this class to sacrifice it's own health to drop +Temp HP on the whole party, or another idea i had was a spell the costs health that gives the whole party +1d4 on to their original Initiative, followed by reordering initiative (So your party members can move ahead of enemies in the initiative order). Another thing i want them to have is a spell that is a toned-down Haste they can buff the party with. And later spells doing something like giving the party fly speed, or AoE Crowd Control. I want this to be the Buffer/Controller class.

Path of Enhancement:
1.) This class will get immediate proficiency with Light Armor, Martial weapons. Their Bloodcasting will limit them to 1 handed bladed weapons, so i envision Rapier wielding Valor-Bard-Like Melee.
2.) I want a feature to be them cutting their palm with the blade and their blood enhancing the weapon, adding 1d4 necrotic damage on the weapon that causes healing equal to damage dealt. This may-or-may-not scale.
3.) I want a later feature (probably level 14) to be an ability where the players own blood enhances their armor such that each time they're hit in combat with an attack they gain Temp +1 AC for X Seconds (A few rounds), and each time they get hit it stacks until either combat is over or X seconds passes without them getting hit.
Ok, so for path of harm, I'd suggest something like this:
Marking wound: you hurl a solidified dart of your own blood at a number of targets equal to your con modifier (min 1) , it fades into there body without dealing damage. The magic in your blood causes a magical connection which links your magic to the creatures your blood entered, allowing you to cast spells against these creatures without dealing damage first.

I'd give the path of sacrifice the ability to summon creatures with a CR equal to the hp they loose divided by 5. But going up by fractions first. So 5 hp is 1/8th, 10 hp is 1/4th, 15 hp is 1/2, and CR 1 is 20, and so on and so forth. Or make this a spell, or normal feature, or don't use it at all, it's free suggestions after all!

Thank you, that means a lot to me.
To be honest, a big part of the creation has been people on this board helping me - im not completely sure what im doing so ive gotten great direction.

I'd enter the contest, but i did alter the class to get 1 spell slot of the 7th, 8th, and 9th level at levels 13, 15, and 17. Im not sure it would qualify.

Edit: I changed the spellcasting to remove the spell slots and made 7th level x5 health, 8th level x6 health, and 9th level x7 health.

Thanks for directing me to there, i submitted the class.

I'm excited. A few other have similare ideas. But I love this. Glad I could give you the suggestion.

Tallytrev813
2019-08-22, 08:40 AM
http://www.giantitp.com/forums/showthread.php?594571-D-amp-D-Base-Class-Contest-VIII-Magic-Without-Slots&p=24101785#post24101785

That’s the link to the contest

Tallytrev813
2019-08-22, 04:55 PM
Would like to hear anyone's input on the Melee subclass, which i just finished.

I was trying to work out how to make a melee class work with a class thats so liberal with its HP. I sort of molded it after a Valor Bard. I knew i had to give proficiencies at level 2.

I struggled with another level 2 feature. I thought a feature similar to the DM Monk worked well if i were to make this a Rogue-Type in-and-out kind of melee gish.

level 6 and 10 i figured i needed a Damage enhancement and an AC enhancement - i wanted one to be a sort of life-leaching ability. I decided to stick with Temp HP to prevent abusability, and the level 10 ability i basically made a Thematic ability that gives you a shield without actually having a shield.

The 14 ability was easy, i copied a Valor bard (lol).

All thoughts/suggestions appreciated.



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 sword with Blood energy. 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.

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, Simple Weapons, and Martial Weapons. You also gain proficiency in 1 of (Your choice) Acrobatics, Athletics, or Stealth.

Blood Enhanced 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 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 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.

moonfly7
2019-08-24, 08:57 AM
Would like to hear anyone's input on the Melee subclass, which i just finished.

I was trying to work out how to make a melee class work with a class thats so liberal with its HP. I sort of molded it after a Valor Bard. I knew i had to give proficiencies at level 2.

I struggled with another level 2 feature. I thought a feature similar to the DM Monk worked well if i were to make this a Rogue-Type in-and-out kind of melee gish.

level 6 and 10 i figured i needed a Damage enhancement and an AC enhancement - i wanted one to be a sort of life-leaching ability. I decided to stick with Temp HP to prevent abusability, and the level 10 ability i basically made a Thematic ability that gives you a shield without actually having a shield.

The 14 ability was easy, i copied a Valor bard (lol).

All thoughts/suggestions appreciated.



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 sword with Blood energy. 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.

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, Simple Weapons, and Martial Weapons. You also gain proficiency in 1 of (Your choice) Acrobatics, Athletics, or Stealth.

Blood Enhanced 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 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 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.

Id make the extra damage from Blood tinged weapon just be equal to your con modified, not your whole spell attack bonus. That's what similar abilities do, and I think its more balanced.
I think blood tinged armor is fine, might make it a bonus action, but it should be fine as an auto. maybe make the bonus +1, although +2 should be ok, you''ll know more after testing.

everything else is great, pretty balanced, and not anything like the blood hunter, which was my concern. As always, nice job.

Tallytrev813
2019-08-26, 12:08 PM
Id make the extra damage from Blood tinged weapon just be equal to your con modified, not your whole spell attack bonus. That's what similar abilities do, and I think its more balanced.
I think blood tinged armor is fine, might make it a bonus action, but it should be fine as an auto. maybe make the bonus +1, although +2 should be ok, you''ll know more after testing.

everything else is great, pretty balanced, and not anything like the blood hunter, which was my concern. As always, nice job.

Whoops, the con modifier was my intention - poor writing! Thanks for catching that!

Tallytrev813
2019-08-26, 01:15 PM
Ok...next Subclass finished.

This was the subclass that I was interested in playing conceptually - the Glass cannon. I tried to make them a fairly heavy damage dealing caster at the cost of pretty substantial risk to their own survivability. This should be the subclass that requires the most resource management of the class.


My idea is, for level 2 abilities....each subclass should get a sort of proficiency enhancement that fits their theme. The Path of Enhancement gets Light Armor, Martial weapons, etc. This class gets a "Reopening Wound". This allows them to pocket the Dagger/Free hand trait that the class requires for casting spells so they may utilize Staffs/Wands just as a Sorcerer can.

I also gave them an improved Leach cantrip that can at least keep pace with other classes i think.

At level 6 they get their signature ability, trade MORE life for HEAVY spelldamage. It's risky.

At level 10 i adapted a defensive ability from Illusion Wizard, only rather than negating the strike the Blood Mage takes the damage but gains a bunch of Temp HP.

Finally, their Coup de gras, Last Chance at level 14. This is the feature im worried about someone finding a way to abuse, but i love the idea of putting everything you have left into 1 last ditch blast.

So, any input would be greatly appreciated.





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 and often enhanced by their Blood Magic. 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 unchecked. These Bloodcasters seek to end combat quickly at the expense of their own life force.

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". Additionally, you also 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 a damage die after using this ability for 1 minute.