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  1. Bloodmage
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  3. Fluff text.
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  5. Blood Magic
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  7. Beginning when you select Bloodmage at 2nd level, you may cast any spell you have prepared today without expending one of your spellslots by using your own blood to power the spell. To do this, you must use your bonus action to cut yourself, taking damage by rolling d6's equal to the spells level. The caster need not cast the spell directly after making the cut, but the cut will remain until the spell is cast. The cut must be made on exposed skin, and leaves a scar that is not healed by any cure spell.
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  9. Blood Money
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  11. Taking the path of a Bloodmage at 2nd level allows you to forgo the need for Matieral Components or an Arcane Focus when casting spells by substituting them with the caster's blood. Before casting a spell, you must cut yourself, releasing a stream of blood that causes you to take 1d6 points of damage. When you cast a spell, your blood transforms into one material component of your choice required by that second spell. Even valuable components worth more than 1 gp can be created, but creating such material components requires an additional cost of 1 point of Constitution damage, plus a further point of damage for every full 500 gp of the component’s value (so a component worth 500–999 gp costs a total of 2 points, 1,000–1,500 costs 3, etc.). The Bloodmage recovers a single point of Constitution damage per Long Rest.
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  13. Grave Robber
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  15. Starting at 6th level, you gain the ability to collect temporary HP from the corpses around you to help power your bloodmagic. As an action, you can force the blood of all slain enemies within a 30ft. Radius of the bloodmage to travel across the battlefield, gaining 1 temporary hitpoint for every hit die each corpse in the area had prior to it's untimely demise. Diseases communical by blood will be given to the bloodmage if they absorb the blood of an infected creature, such as rodents or the undead. The bloodmage can use this ability once per short rest.
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  17. Sacrifice
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  19. Beginning at 10th level, you can choose to use your Blood Magic or Blood Money class feature using the blood of a willing ally or unwilling. Using this feature on a willing creature is still a bonus action, but using it on an unwilling creature requires an action. Willing creatures take damage as outlined by both of these class features. Unwilling creatures must succeed a Consitution saving throw against the Bloodmage's Spell Save DC. Those who pass take half damage from whichever feature was used, and are not subject to ability point damage. If the creature passes the save, the Bloodmage will not get the blood needed for Blood Magic or Blood Money. The target of this feature must be within 30ft of the bloodmage. The bloodmage can use this ability once per short rest.
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  21. Bloodlust
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  23. Starting at 14th level, the bloodmage's connection to blood has grown strong enough that they now only take half the damage they roll when using Blood Magic or Blood Money. In adition, they have discovered how to enahnce the power of their existing bloodmagic abilities. As an action, the Bloodmage can do the following as many times per long rest as she has hit dice:
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  25. • One Foot In: An area 30ft in radius requiring concentration forms around the Bloodmage, lasting 1min, causing all creatures with blood within the aura to loose 1hp at the beginning of the Bloodmages next turn. For every hit point lost by any living creature in the aura, the bloodmage gains an equal number of temporary hit points, that may stack with temporary hitpoints gained from Grave Robber.
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  27. • Grim Sacrifice: When using Sacrifice on an unwilling creature, the creature will suffer thefull hit point loss and ability point damage for Blood Magic and Blood Money, even if they succeed in their Contitution saving throw. Creatures who fail their savethrow on Sacrifice is inflicted with a level of exaustion.
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