Blood Caster, Variant (5e Class)

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Blood Caster[edit]

You were once a Wizard, tamer of the arcane magic that flows through the world, equipped with your Spellbook and your arcane focus or a component pouch. However you felt... limited. Your Spellbook was so limiting and it was so infuriating for you that you chose the only thing there was to do: You abandoned your Spellbook. Now, freed of your limitation, you also freed yourself of your magical source but you found something new, you found the energy that flows through every being that can be bent for your magical purpose... and you learned to use it. You suffered a few losses regarding spells and power but your limitations are gone. Now you are out to see what your newfound powers can do.

What is a Blood Caster?[edit]

A Blood Caster is an Ex-Wizard that uses their own life essence instead of the power of a Spellbook to cast their spells. They have a mostly hidden external source that always follow them, hidden from the normal eye. Along their journey they can decide to either strengthen the ways they influence the world with their spells or increase the possibilities of their external source for spells. Whatever way one chooses bending blood to cast spells is something mostly considered unnatural and oftenly brought in connection to necromancy. Therefore it is not appreciated in many settlements and societies. However those that search for the dark secrets of death and power will likely be interested in a Blood Caster.

Creating a Blood Caster[edit]

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Blood Caster, Source

First of all when creating a Blood Caster you have to keep in mind that you once were a Wizard. You either still feel bonds to other Wizards since you once practiced the same ways as them or you broke all bonds, potentially even having developed hatred towards them. Next up most Blood Casters either boast strongly about the way they found to cast magic or they keep it a secret as well as possible, not showing to anyone what they are. Lastly you mostly work for your own benefit, not being interested in the well being of others that much. However you may still find people that you hold dear, though it usually takes you a bit longer to get used to them.

Quick Build

You can make a Blood Caster quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Intelligence. Second, choose the Sage background.

Class Features

As a Blood Caster you gain the following class features.

Hit Points

Hit Dice: 1d12 per Blood Caster level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Blood Caster level after 1st

Proficiencies

Armor: Light armor
Weapons: simple melee weapons
Tools: None
Saving Throws: Intelligence, Constitution
Skills: Choose two from Arcana, History, Investigation, Perception and Religion.

Equipment

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

  • (a) 2 Daggers or (b) a Quarterstaff
  • Leather Armor
  • (a) an arcane focus or (b) a component pouch
  • (a) Entertainer's Pack or (b) Dungeoneer's Pack

Table: The Blood Caster

Level Proficiency
Bonus
Features Cantrips Known Spells Known Max Spell
Level
1st +2 Bloodcasting, Path Feature, Arcane Transfusion 3 3 1
2nd +2 Blood Restoration 3 3 1
3rd +2 Path Feature 3 4 2
4th +2 Ability Score Improvement 3 5 2
5th +3 4 6 3
6th +3 Path Feature 4 7 3
7th +3 4 8 4
8th +3 Ability Score Improvement 4 9 4
9th +4 4 9 5
10th +4 Tides of Blood 4 10 5
11th +4 6th-Blood Arcanum 5 10 5
12th +4 Ability Score Improvement, A Source to Bend 5 11 5
13th +5 7th-Blood Arcanum 5 11 5
14th +5 Path Feature 5 12 5
15th +5 8th-Blood Arcanum 5 12 5
16th +5 Ability Score Improvement 5 13 5
17th +6 9th-Blood Arcanum 5 14 5
18th +6 A Body of Blood and a Mind of Iron, Path Feature 5 14 5
19th +6 Ability Score Improvement 5 15 5
20th +6 Absolute Focus 5 15 5

Bloodcasting[edit]

You are a Caster who uses their own life essence to fuel their spells.

Cantrips

At 1st level, you know three cantrips of your choice from the Wizard Spell List. You learn additional Wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blood Caster table.

Blood Caster

To cast one of these Wizard spells, you must lose a certain amount of hit points descripted below in spellcasting ability or you may use a spell slot gained through another class. When you damage yourself this way, you do not make a concentration check, and you go to 1 hit point when you cast a spell that has a higher hit point cost than your hit points and the spell fails. You are unable to cast spells that heal your hit points through Blood Magic.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the Wizard Spell List.

The Spells Known column of the Blood Caster table shows when you learn more Wizard spells of your choice from the Wizard Spell List. Each of these spells must be equal or lower than the Max Spell Level on the Blood Caster Table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose any number of the Wizard spells you know and replace them each with another spell from the Wizard Spell List, which also must be of a level equal or lower than the Max Spell Level on the Blood Caster Table. At level 18 you can replace spells after a long rest as your body can now adapt more regularly to using its blood for power.

Spellcasting Ability

Constitution is your spellcasting ability for your Wizard spells, your knowledge of the arcane has given you a natural understanding of magic requiring no spellbook to aid your magic. 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 Wizard 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

Spell HP Cost = 5 + spell slot level

Spellcasting Focus

Your own blood is a spellcasting focus for your Wizard spells.

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag if you have the spell prepared.

Bloody Path[edit]

At 1st level you can feel yourself being pulled in three different directions. Do you want to follow the Path of the Vampire to hunger for blood or the Path of the Monstrosity for beastly power or the Path of the Arcane to strengthen your spells? You receive a feature upon choosing one of the three Paths at 1st level and again at 6th, 14th and 18th level. Once you chose your Path you cannot change it again.

Arcane Transfusion[edit]

At 1st level you have mastered a way to use and bend life essence in a source known only to you, called Arcane Transfusion. Whenever you cast a damaging wizard spell. You can use your bonus action to change its type to necrotic and heal for half of the total damage dealt(rounded up) + constitution modifier. You can't get HP above your maximum and this feature doesn't work against Undead, Oozes or Constructs.

Blood Restoration[edit]

At 2nd level when you see a corpse that has died within a week, you can choose to spend 10 minutes to gain hit points equal to half your hit dice. This feature doesn’t work against undead, oozes and constructs

When you reach level 12, the hit points gained is doubled.

Ability Score Increase[edit]

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

Tides of Blood[edit]

at level 10, You understand the flow of blood in the bodies of your enemies. If you deal excess damage to a creature, you can then instead apply the excess damage and effects to another creature within 30 ft.

Blood Arcanum[edit]

At level 11, your knowledge of the blood arts bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the wizard spell list as this arcanum.

You can cast your arcanum spell once without using your hit points or spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more wizard spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Blood Arcanum when you finish a long rest.

A Body of Blood and a Mind of Iron[edit]

Throughout your travels you have realized what the body is made of and how it continues to function. In your strive for pure perfection you have found a way to strengthen your own body with the blood from your Blood Fountain. At 18th level you do not age anymore and do not require food or water as everything your body needs is covered by your Blood Fountain. Your body stops aging and freezes at your current age and you do not die of old age any longer. As you have figured out what your mind needs too and found that resource in the blood of your own pool you do not require to sleep any longer.

Absolute Focus[edit]

At 20th level you have gained perfection in your way of casting spells. You can now concentrate on two spells at once. You make concentration saves for both spells when you take damage or are otherwise forced to make a concentration save. You roll the concentration save for each spell individually.

Path of the Arcane[edit]

You chose to follow the Path of the Arcane, You wish to rekindle the magic that you once believed was strong. by using your newfound knowledge you started on making new ways to make the era of magic better.

Blood Memory

At 1st level when you choose this Path, When you use an action to cast a spell, you can use your bonus action to repeat the spell costing twice the hp you used.

Sanguine Maneuvers

At 6th level, you learn to augment spells in a variety of ways. When you cast a spell with hit points, you can expend 1 hit die to augment its effects for this casting.


Blood Strings

- If a ranged spell attack misses you can expend the dice to add the half of what you roll(rounded down) to the attack roll.

Blood Clot

- You can cause your enemies blood to thicken making it harder for others on their save. You expend the dice to add half of what you roll(rounded down) to the DC

Cold Blooded

- You can cause your enemies blood to cool and reduce movement by the amount of what you roll (Round to the nearest 5 feet)

Blood Boiling

- You can cause your enemies blood to boil and deal extra damage equal to the roll to your spell.


At 14th level, it increases to 2 hit dice and 3 hit dice at level 18

Potent Blood

At 14th level, All your spells now deals total extra damage equal to your constitution Modifier.

Life Drinker

At 18th level, By doubling the cost of a spell. You can cause it to deal maximum damage.

Path of the Vampire[edit]

You chose to follow the Path of the Vampire, making you hunger for blood forever. Your goal is only the self-preservation and you constantly search for ways to refill and expand your Blood Fountain. You found blood... a lot of it in a reliable source: Others.

Blood Pool

At 1st level when you choose this Path you gain the ability to have a reservoir of blood around you in your space. For any HP you gain above you maximum you can instead put it aside as a pool. The capacity of the Blood Pool is equal to your Blood Caster Level times your constitution Modifier. You can use a bonus action to pour or take blood from the pool. As a reaction, you can let the blood pool block the blow that was meant to hit you. It loses HP equal to the damage done. It is resistant to Non-Magical attacks.

Sanguine Escape

At 6th level You have learned to merge yourself and become one with your Blood Pool. When you are attacked by an attack, you can use your reaction to instead ignore all damage until the start of your next turn. You can choose to do this after you find out how much damage you take. You can only use this feature once per long rest

Adept Transfusion

At 14th level you master the ways of taking blood. Using Arcane Transfusion now takes all of the damage dealt as hp and bypass resistances to necrotic damage. You also don't need to change your attacks to necrotic as your body now does it reflexively.

Life Drinker

At 18th level, you have mastered the ways of bending life as you know it, You gain the ability to fully release your arcane capabilities with the cost of your life. You reduce your health to half and transform into a bloody malestrom. This form lasts for 1 minute and you gain the following benefits:


• When you start your turn, everyone within 10 ft of you take necrotic damage equal to your constitution modifier and you gain hp equal the total amount of damage dealt each turn.

• You have a climbing speed of 40 feet and can act as if you are a body of "water".

• Your spell save DC is increased by your constitution modifier.

• You have resistance to all damage.

• When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level + your constitution modifier. You also don't take damage from casting spells as you would normally.


When your Life Drinker form ends, you suffer from extreme blood loss. You can’t move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a long rest before you can use it again.

Path of the Monstrosity[edit]

You chose to follow the Path of the Monstrosity, concentrating on using the blood to amplify yourself and your arcane ways.

Blood Armor

At 1st level when you choose this Path, you are able to concentrate on making armor out of your blood. As a reaction, when you get damaged you can turn that damage to temporary HP. You can use this feature a number of times equal to your constitution Modifier. After which you regain all expended uses after completing a long rest.

Blood for Blood

At 1st level when you choose this Path, you can use your own hid die in order to increase the intensity of your spells. You can use any number of your hit die to increase the attack roll, DC, or damage of any spell you make.


Controlled Gore

At 6th level you gain the ability to control and see through the blood. You can use your action to spend your HP or Dice Pool(to a maximum of your constitution modifier) to create a blob. The AC of this creature is 8 + constitution Modifier and the HP of it is determined by what you roll. You are able to control this blob using your bonus action up to 150ft but can only move it for 20 ft. You can see through this blob. All of the blob's stats are 5 except for its CONS which is 10. The blob lasts for 8 hours. You can only use this feature every long rest

at 14th level, You can keep giving it Blood to increase its HP. Once its HP passes a threshold its size is considered one size bigger. Medium at 50, Large at 100, Huge at 150 and Gargantuan at 200. At small its STR is 5 and for every one size larger it is it gets a +5 bonus to strength.

Blood Slam = To hit = Your Con + Your Prof. Bonus ; Damage = STR + DICE NUMBER + Your CON

Note: You can't take the Blood back when it was lost from combat

Advanced Transfusion

At 14th level you no longer need to change your spells to necrotic when using Arcane Transfusion but still won’t gain hp from undead, oozes and constructs.

Bloody Hell

At 18th level you can use your action to use half your hp and at least 4d12 of your dice pool to unleash a Bloody Maelstrom.

You bring forth a maelstrom of blood contained within you that destroy those in it. The maelstrom swirls on a circle of 80 feet diameter, any creature that starts it's turn in it must make a Constitution saving throw, on a failure they take 15d8 necrotic damage, 15d8 Bludgeoning damage and get knocked prone. on a success they only take half. As a bonus action, on your turn you can move the maelstrom, anything in it's path must make the saving throw or take the damage.

Any creature that isn't inside the maelstrom but is at least 10 feet away from it and can see the spell must also make a Dexterity saving throw, if they fail they become sucked into the blood vortex.

Path of Blood Beastcaller[edit]

Blood Familiar

From 1st level when you choose this path you gain a blood familiar. You choose familiar´s appearence. When you summon it you choose one of two following stat blocks. As bonus action you can absorb the familiar. When you have him absorbed you can as an action make a meele weapon attack with blood weapon that deals 1d8 slashing damage, you use your constitution for attack roll and damage and you are proficient with this weapon. This damage increases to 1d12 at 6th level, 2d8 at 14th level and 2d10 at 18th level. The familiar is absolutly loyal to you. In combat, the familiar acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. When the familiar dies, you can sacrifice number of hitpoints equal to your blood caster level to ressurect it. It will return to life after 1 minute.

Bloodhound

Medium aberration

Armor class 12 + PB (Natural armor)

Hit points 5 + five times your Blood Caster level (the Bloodhound has a number of Hit Dice [d8s] equal to your Blood caster level)

speed 33ft, climb 33ft

STR 14 DEX 14 CON 16 INT 8 WIS 14 CHA 9

Saving Throws Same as you.

Senses Darkvision 60ft, passive perception 12

Charge If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Blood bond You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Claw Melee weapon attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d8 + 3 + PB slashing damage

Bloodhawk

Medium aberration

Armor class 12 + PB (Natural armor)

Hit points five times your Blood Caster level (the Bloodhawk has a number of Hit Dice [d8s] equal to your Blood caster level)

speed 25ft, fly 60ft

STR 8 DEX 16 CON 16 INT 8 WIS 14 CHA 9

Saving Throws Same as you.

Senses Darkvision 60ft, passive perception 15

Flyby The beast doesn´t provoke opportunity attacks when it flies out of an enemy´s reach.

Blood bond You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Claw Melee weapon attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d6 + 4 + PB slashing damage

Blood infusion

At 6th level the blood in your familiar became magical. Its attacks are now considered magical for the purpose of overcoming resistence and it gain resistence to slashing and piercing damage.

Blood maddnes

From 14th level your familiar can make two attacks with the attack action. Aditionaly when you use the attack action with your blood weapon you can also attack twice.

Blood Nexus

You reached complete connection with your blood familiar. From 18th level when you heal using the Arcane transfusion feature your famiiar also heals for half HP that you healed.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Blood Caster class, you must meet these prerequisites: 13 Intelligence, 12 Constitution

Proficiencies. When you multiclass into the Blood Caster class, you gain the following proficiencies: Arcana, History

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