Mongobear
2023-05-31, 11:31 PM
Blood Magic Sorcerous Origin
Blood Mages are exactly that, spellcasters that have learned to infuse their magics with a small essence of their own life force, amplifying their effects. The practice is considered extremely taboo to some, shunning and even hunting down those who practice this art, but to those who know where to look, a Blood Mage can often accomplish feats of magical power unheard of by those of a more academic nature.
Hematurgy
Starting at 1st level, any time you cast a spell, you may choose to do so by sacrificing your own hit points, instead of expending a spell slot. This is done at the moment of casting the spell, and no additional action is required to do this. The blood cost of a spell is equal to 5 x the spell's level in hit points.
For example, say you wanted to cast Burning Hands at the 1st level with Blood Magic. You would sacrifice 5 of your own hit points to do so. But, if you wished to cast it at the 3rd level, it would cost 15 of your hit points.
Resilient Blood
At 1st level, a Blood Mage increases their maximum health by 2, and at each additional Sorcerer level, they gain an additional 2 maximum health. This stacks with other effects which provide a similar bonus.
Bleeding Spells
At 6th level, whenever a Blood Mage takes bludgeoning, piercing, or slashing damage, they may use their Reaction and spend 2 Sorcery points to cast a spell with a casting time of one Action or one Bonus Action. If the spell deals damage, it must target the source of the triggering attack or include them in its area of effect.
Leaching Spells
At 14th level, as long as you are below half of your maximum health, whenever you reduce an enemy to 0 hp, you may spend 1 Sorcery Point to regain health equal to your Sorcerer level plus your Charisma modifier. You may activate this ability multiple times from the same spell, but not more than the number of enemies reduced to 0. You may use this ability a number of times per long rest equal to your proficiency bonus.
This ability does not function against enemies without blood. (DM's discretion.)
Sanguine Control
At 18th level, you have mastered the art of Blood Magic, rivaling even the most legendary practitioners, for better or worse.
The amount of health required to spend for your Hematurgy ability is halved (rounded up), and the amount of health restored by Leaching Spells is doubled.
Additionally, you always restore the maximum amount of health whenever you expend a hit dice to recover health during a rest.
Blood Mage Bonus Spells
You learn additional spells when you reach certain levels in this class, as shown on the Bonus Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Sorcerer
Level Spells
1st Cause Fear, Charm Person
3rd Enthrall, Hold Person
5th Life Transference, Vampiric Touch
7th Shadow of Moil, Summon Greater Demon
9th Infernal Calling, Dominate Person
Primal Path of the Reaver Barbarian
Fueled by pure hatred and the desire to inflict pain, the Reavers have learned how to harness an ever so slight amount of Blood Magic to empower their attacks and physical forms, using the pain they inflict to revitalize themselves.
Voracious Fury
At 3rd level, once per round while raging you may have your attack deal an additional 1d4 Necrotic damage and restores that much health to you. This damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d12 at 14th level.
Profane Vitality
At 6th level, you gain resistance to Necrotic and Poison damage, and immunity to the poisoned condition. Additionally, your hit point maximum is increased by 1 per Barbarian level, including any future levels in the class.
Bloodbath
At 10th level, once per rage whenever you reduce a creature to 0 hit points while, you gain temporary hit points equal to your barbarian level plus your Constitution modifier.
Corrupted Blood
At 14th level, your blood becomes so volatile, that it damages creatures that comes into contact with it. Whenever a creature deals damage to you with a melee attack, they take necrotic or poison damage (your choice) equal to your proficiency bonus.
The Corsair Roguish Archetype
Corsairs are the kind of pirates you hear about in stories at the dockside bar. The ones that show up quickly, kill the entire crew, loot your ship, set it on fire, and leave a single witness adrift to spread the legend of their cruelty. Many a sailor has heard of them, few have ever met one and survived.
Scourge of the Seas
At 3rd level, while fighting on the deck of a ship at sea, or against targets submerged in open waters or large rivers, the Corsair can deliver their Sneak Attack even if they don't have advantage or an ally within 5 feet of their target.
Tricks of the Trade
At 3rd level, a Corsair gains proficiency with Sea Vehicles, as well as proficiency with the Pistol. (1d8 Piercing, Light, 60/240, 4 Rounds)
Additionally, whenever they use their Cunning Action ability to Dash or Disengage, they may also reload a firearm or to repair a jammed firearm they are holding as part of the same bonus action.
Chum the Waters
At 9th level, whenever the Corsair delivers a Sneak Attack using a firearm they are proficient with to a target aboard a ship at sea or swimming in water, the bonus damage dice are changed to d8's instead of their normal d6's.
Born to the Sea
At 13th level, the Corsair gains expertise with Sea vehicles, adding double their proficiency bonus to ability checks involving their use. Additionally, they have advantage on all Charisma ability checks when conversing with folk who make their livelihood on the sea, as well as with Aquatic creatures. While aboard a Sea Vehicle, they have advantage on Initiative checks, and ignore difficult terrain caused by harsh weather and rough waters.
Scarlet Wake
At 17th level, whenever a Corsair delivers a Sneak Attack with a firearm they are proficient with, the minimum damage of each dice rolled is equal to their Dexterity modifier.
Blood Mages are exactly that, spellcasters that have learned to infuse their magics with a small essence of their own life force, amplifying their effects. The practice is considered extremely taboo to some, shunning and even hunting down those who practice this art, but to those who know where to look, a Blood Mage can often accomplish feats of magical power unheard of by those of a more academic nature.
Hematurgy
Starting at 1st level, any time you cast a spell, you may choose to do so by sacrificing your own hit points, instead of expending a spell slot. This is done at the moment of casting the spell, and no additional action is required to do this. The blood cost of a spell is equal to 5 x the spell's level in hit points.
For example, say you wanted to cast Burning Hands at the 1st level with Blood Magic. You would sacrifice 5 of your own hit points to do so. But, if you wished to cast it at the 3rd level, it would cost 15 of your hit points.
Resilient Blood
At 1st level, a Blood Mage increases their maximum health by 2, and at each additional Sorcerer level, they gain an additional 2 maximum health. This stacks with other effects which provide a similar bonus.
Bleeding Spells
At 6th level, whenever a Blood Mage takes bludgeoning, piercing, or slashing damage, they may use their Reaction and spend 2 Sorcery points to cast a spell with a casting time of one Action or one Bonus Action. If the spell deals damage, it must target the source of the triggering attack or include them in its area of effect.
Leaching Spells
At 14th level, as long as you are below half of your maximum health, whenever you reduce an enemy to 0 hp, you may spend 1 Sorcery Point to regain health equal to your Sorcerer level plus your Charisma modifier. You may activate this ability multiple times from the same spell, but not more than the number of enemies reduced to 0. You may use this ability a number of times per long rest equal to your proficiency bonus.
This ability does not function against enemies without blood. (DM's discretion.)
Sanguine Control
At 18th level, you have mastered the art of Blood Magic, rivaling even the most legendary practitioners, for better or worse.
The amount of health required to spend for your Hematurgy ability is halved (rounded up), and the amount of health restored by Leaching Spells is doubled.
Additionally, you always restore the maximum amount of health whenever you expend a hit dice to recover health during a rest.
Blood Mage Bonus Spells
You learn additional spells when you reach certain levels in this class, as shown on the Bonus Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Sorcerer
Level Spells
1st Cause Fear, Charm Person
3rd Enthrall, Hold Person
5th Life Transference, Vampiric Touch
7th Shadow of Moil, Summon Greater Demon
9th Infernal Calling, Dominate Person
Primal Path of the Reaver Barbarian
Fueled by pure hatred and the desire to inflict pain, the Reavers have learned how to harness an ever so slight amount of Blood Magic to empower their attacks and physical forms, using the pain they inflict to revitalize themselves.
Voracious Fury
At 3rd level, once per round while raging you may have your attack deal an additional 1d4 Necrotic damage and restores that much health to you. This damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d12 at 14th level.
Profane Vitality
At 6th level, you gain resistance to Necrotic and Poison damage, and immunity to the poisoned condition. Additionally, your hit point maximum is increased by 1 per Barbarian level, including any future levels in the class.
Bloodbath
At 10th level, once per rage whenever you reduce a creature to 0 hit points while, you gain temporary hit points equal to your barbarian level plus your Constitution modifier.
Corrupted Blood
At 14th level, your blood becomes so volatile, that it damages creatures that comes into contact with it. Whenever a creature deals damage to you with a melee attack, they take necrotic or poison damage (your choice) equal to your proficiency bonus.
The Corsair Roguish Archetype
Corsairs are the kind of pirates you hear about in stories at the dockside bar. The ones that show up quickly, kill the entire crew, loot your ship, set it on fire, and leave a single witness adrift to spread the legend of their cruelty. Many a sailor has heard of them, few have ever met one and survived.
Scourge of the Seas
At 3rd level, while fighting on the deck of a ship at sea, or against targets submerged in open waters or large rivers, the Corsair can deliver their Sneak Attack even if they don't have advantage or an ally within 5 feet of their target.
Tricks of the Trade
At 3rd level, a Corsair gains proficiency with Sea Vehicles, as well as proficiency with the Pistol. (1d8 Piercing, Light, 60/240, 4 Rounds)
Additionally, whenever they use their Cunning Action ability to Dash or Disengage, they may also reload a firearm or to repair a jammed firearm they are holding as part of the same bonus action.
Chum the Waters
At 9th level, whenever the Corsair delivers a Sneak Attack using a firearm they are proficient with to a target aboard a ship at sea or swimming in water, the bonus damage dice are changed to d8's instead of their normal d6's.
Born to the Sea
At 13th level, the Corsair gains expertise with Sea vehicles, adding double their proficiency bonus to ability checks involving their use. Additionally, they have advantage on all Charisma ability checks when conversing with folk who make their livelihood on the sea, as well as with Aquatic creatures. While aboard a Sea Vehicle, they have advantage on Initiative checks, and ignore difficult terrain caused by harsh weather and rough waters.
Scarlet Wake
At 17th level, whenever a Corsair delivers a Sneak Attack with a firearm they are proficient with, the minimum damage of each dice rolled is equal to their Dexterity modifier.