Blood Sampler (5e Class)

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Blood Sampler[edit]

The Magic Within All Veins[edit]

A robed figure strides up to the strange boar that has been terrorizing the nearby farm community, an odd twitch in his eye. The boar snorts and stamps its feet. "I'd recognize a half-dragon anywhere. Your blood will be most useful, hehe!" The beast charges. In the blink of an eye, a gash opens in its stomach, sending the boar toppling over, squealing in agony. The creature turns pale and stops moving. The figure, a Blood Sampler, dissipates the dripping red blade of pure blood he holds in his hand. He opens two of many Vials stored in a thick leather belt slung across his chest. These particular Vials are marked in tiny print, "Lesser Dragon," and are both empty. The creature's blood flows through the air, as if it were several giant, invisible capillaries, and fills the Vial almost completely, leaving just enough space for the cork he jams into the top. A sinister smile flashes across his face as he stares at the glassy-eyed boar corpse in satisfaction.

Just about every spellcaster alive knows about the magic that runs in every waking creature's blood. Many spellcasters utilize this, using their own blood as a component, channeling ancestral magic, or drawing arcane power from their own sheer magical nature. However, Blood Samplers take this a step further. Masters of blood magic, these magic users, as their name implies, take the blood of other beings (including their own) and use it for their spells, carrying vials filled with many different types. Many half-breed races take the path of the Blood Sampler, as they see the value of blood the most of all people. Blood Samplers are often targets for vampires or other creatures that thirst for blood. Most ordinary folk (and some spellcasters) see blood sampling as an evil art, but this is most often not the case, as many Blood Samplers serve the side of good. Be that as it may, most are obsessive and/or lunatical, always looking for their next vial.

Creating a Blood Sampler[edit]

When creating a Blood Sampler, ask yourself, when did you begin to practice your magic? What motivated you to walk such an unsettling path? Were you into medicine and magic, and sought to combine the two? Did you have family confusions or an uncommon bloodline, and such an experience has made you obsessed with bloodlines and their magical value? What is your opinion on taking the blood of others, and in what manner do you take it? Do you only take blood from your kill or willing lenders, or do you steal it from any creature that catches your eye? Do you see this as a sin, or do you see it as a form of entertainment or art?

Quick Build

You can make a Blood Sampler quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Intelligence. Second, choose the Sage background. Third, choose the quarterstaff and the scholar's pack. Fourth, choose Produce Flame, Ray of Frost, and Shocking Grasp as your 3 starting Cantrips. Finally, choose Chromatic Orb and Inflict Wounds as your 2 starting level 1 spells.

Class Features

As a Blood Sampler you gain the following class features.

Hit Points

Hit Dice: 1d8 per Blood Sampler level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Blood Sampler level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Alchemist's supplies, poisoner's kit
Saving Throws: Wisdom and Charisma
Skills: Choose any two: Arcana, Animal Handling, History, Insight, Intimidation, Medicine, Persuasion, Sleight of Hand

Equipment

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

Table: The Blood Sampler

Level Proficiency
Bonus
Features Maximum Commonblood Vials Maximum Dragonblood Vials Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Blood Vials, Dragon Blood Vials, Blood Spellcasting 5 1 3 2
2nd +2 Blood Steal 7 1 3 3
3rd +2 Blood Type 10 2 3 4 2
4th +2 Ability Score Improvement 12 2 4 4 3
5th +3 Extra Attack 15 2 4 4 3 2
6th +3 Dragonblood Manipulations 17 3 4 4 3 3
7th +3 Blood Type feature 21 3 4 4 3 3 1
8th +3 Ability Score Improvement 25 3 4 4 3 3 2
9th +4 29 3 4 4 3 3 3 1
10th +4 Dragonblood Manipulations 33 4 5 4 3 3 3 2
11th +4 Blood Type feature 38 4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 42 4 5 4 3 3 3 2 1
13th +5 Strongblooded 47 5 5 4 3 3 3 2 1 1
14th +5 Dragonblood Manipulations 54 5 5 4 3 3 3 2 1 1
15th +5 Extra Attack 61 5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 69 5 5 4 3 3 3 2 1 1 1
17th +6 Blood Type feature 76 6 5 4 3 3 3 2 1 1 1 1
18th +6 Blood Boil 82 6 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 91 6 5 4 3 3 3 3 2 1 1 1
20th +6 Blood Master 100 7 5 4 3 3 3 3 2 2 1 1

Blood Vials[edit]

Blood Vials are the most important possession of a Blood Sampler, and they are never seen far away from their blood vial pouch. Starting at level 1, you have 5 Blood Vials filled with Commonblood (see below) that you can use for your spellcasting (see below). Every time you level up, you gain a new maximum, but you retain the number of Vials you currently have. You must steal (see below) an adequate amount of blood to reach the maximum every time you level up. All Blood Vials you have filled magically refill themselves after you complete a long rest. A Blood Vial pouch is used to carry these vials, and most Blood Samplers seldom remove it. A Blood Vial pouch weighs 2 pounds and costs 5 GP to produce or purchase. For every 20 Blood Vials stored in the pouch, its weight increases by 1 pound, to a maximum overall weight of 7 pounds at level 20.

Dragon Blood Vials[edit]

The blood of most ordinary creatures is called Commonblood. However, the blood of dragons has a lot more magical strength and is stored in separate slots in a Blood Vial pouch. There are two types of Dragonblood: Greater, which comes from any kind of true dragon, and Lesser, which comes from a dragonborn, pseudodragon, half-dragon, draconic bloodline sorcerer, etc. Staring at level 1, you have 1 Blood Vial filled with lesser Dragonblood. You can use Dragonblood for different magical effects. Both Lesser and Greater Dragonblood take up 1 maximum Dragonblood Vial slot. If you steal (see below) more Greater Dragonblood than you have available slots, you can discard a Lesser Dragonblood Vial for a Greater one.

Blood Spellcasting[edit]

Starting at level 1, you know 3 Cantrips and 2 level 1 spells from the Blood Sampler spells list (see below). Since all your spells revolve around the use of blood as a source of magic, your Blood Vial pouch is considered an Arcane Focus. Wisdom is your Spellcasting Modifier. Whenever you cast a spell, you spend a certain number of Commonblood Vials depending on the spell's level slot, as follows:

Spell level Commonblood vials spent
1 1
2 3
3 5
4 7
5 10
6 14
7 18
8 24
9 35

Cantrips are sourced from the magic within your own blood, and as such, they do not consume any Blood Vials. You can only cast spells that you currently have expended a slot for. Whenever you cast a spell, you can cast it again infinitely as if you have the required components and Blood Vials, as long as you expend a slot for that spell. Whenever you complete a long rest, you can choose to trade any spell you have expended a slot for for another from the Blood Sampler spells list.

Blood Steal[edit]

In order to fill your newly gained Blood Vials, you have mastered the magical art of the Blood Steal. Starting at level 2, you activate this ability outside of combat or as a bonus action. If you do, you attempt to magically drain a levitating stream of blood fresh from a creature's veins. Target 1 creature of your choice. If it is unwilling, it makes a Constitution saving throw. Creatures who are incapacitated, have reached 0 HP, or are Bleeding automatically fail this save. Additionally, if the creature is Bleeding, you gain 1 extra Blood Vial of the respective type. On a successful save, nothing becomes of the creature and it will likely become hostile towards you. If you succeed in stealing the target's blood, you fill a Blood Vial with either Commonblood, Lesser Dragonblood, or Greater Dragonblood. The amount of Blood Vials you gain from a creature's size is as follows:

Size Commonblood Dragonblood (either type)
Small and smaller 1 1
Medium 2 1
Large 3 2
Huge and bigger 4 3

If you steal more blood than your Blood Vial maximum, the extra blood is wasted, but it can be recovered later if you return to the source and now have the adequate Blood Vial maximum to recover it, as long as the blood is still there at the source. You can only steal blood from the same creature once. Constructs, Oozes, and Undead are immune to Blood Steal. Stealing blood is a mostly harmless process, however, the target experiences a minor uncomfortable sensation. The visuals of blood levitating out of a creature's body can also startle a creature.

Blood Type[edit]

Your work as a Blood Sampler calls itself to different paths. Starting at level 3, you must choose between Sanguinomancer, Poisonblood, or Dracogore, all detailed below. You gain new features from your chosen Blood Type at level 3, 7, 11, and 18.

Ability Score Improvement[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.

Extra Attack[edit]

Starting at level 5, you gain the ability to take the Attack action twice on your turn.

Dragonblood Manipulations[edit]

You have been storing Dragonblood in your Blood Vial pouch, but only now can it be used to enhance your magic. Starting at level 6, you can activate any of the following Dragonblood Manipulations:

Draconic Power

Whenever you activate a spell level 1 or higher that does damage, you can spend 1 Dragonblood Vial to increase the spell's power with the Dragonblood's raw magic. If you use a Lesser Dragonblood Vial, the spell does an additional 1d12 damage for every type of damage it deals. If you use a Greater Dragonblood Vial, the spell does an additional 2d12 damage for every type of damage it deals.

Draconic Elements

Whenever you activate a spell level 1 or higher that does damage, you can spend 1 Dragonblood Vial to add a dragon's element to the spell. Choose an element from Fire, Ice, Lightning, Poison, or Acid. If you use a Lesser Dragonblood Vial, the spell deals an additional 1d10 damage of this type. If you use a Greater Dragonblood Vial, the spell deals an additional 1d8 of that type and 1 other element of your choice (it can be the same element, for a total of 2d8 of that damage type).

At level 10, you gain the ability to activate any of these Dragonblood Manipulations:

Draconic Burst

You can spend 1 Dragonblood Vial to release a burst of elemental power. Choose an element from Fire, Ice, Lightning, Poison, or Acid. You can use your Attack action to deal damage in a 30-foot cone of that type. If you use a Lesser Dragonblood Vial, this attack deals 5d10 damage of your chosen element. If you use a Greater Dragonblood Vial, this attack deals 6d10 damage of your chosen type, and the targeted creature(s) must succeed on a Constitution saving throw or be knocked Prone. These damages are all counted as ranged spells.

Draconic Warding

You can spend 1 Dragonblood Vial to coat either yourself or 1 creature you touch in magical dragon scales. Choose a color from Red (Fire), White (Ice), Blue (Lightning), Green (Poison), or Black (Acid). The targeted creature's scales will be this color. If you use a Lesser Dragonblood Vial, this creature's AC is now 16, and they are immune to your chosen color's damage type. If you use a Greater Dragonblood Vial, this creature's AC is now 17, they are immune to your chosen color's damage type, and whenever they are hit with a melee attack, they can use their reaction to deal 1d8 of your color's damage type (counts as a melee spell).

At level 14, you gain enhanced versions of two existing Dragonblood Manipulations that you can activate any of:

Enhanced Draconic Burst

You can spend 2 Dragonblood Vials to release a powerful burst of elemental power. Choose an element from Fire, Ice, Lightning, Poison, or Acid. You can use your Attack action to deal damage in a 40-foot cone of that type. If you use 2 Lesser Dragonblood Vials, this attack deals 6d12 damage of your chosen type, and the targeted creature(s) must succeed on a Constitution saving throw or be knocked Prone. If you used 1 Lesser and 1 Greater Dragonblood Vial, this attack deals 7d12 damage of your chosen type, and the targeted creature(s) must succeed on a Constitution saving throw or be knocked Prone. If you used 2 Greater Dragonblood Vials, this attack deals 8d12 damage of your chosen type, and the targeted creature(s) must succeed on a Constitution saving throw or become Paralyzed for 3 minutes. These damages are all counted as ranged spells.

Enhanced Draconic Elements

Whenever you activate a spell level 1 or higher that does damage, you can spend 2 Dragonblood Vials to add a strong surge of a dragon's element to the spell. Choose an element from Fire, Ice, Lightning, Poison, or Acid. If you used 2 Lesser Dragonblood Vials, the spell deals an additional 2d10 damage of this type. If you used 1 Lesser and 1 Greater Dragonblood Vial, the spell deals an additional 1d12 damage of this type and 1 other type of your choosing (it can be the same element, for a total of 2d12 of that damage type). If you used 2 Greater Dragonblood Vials, the spell deals an additional 2d12 damage of this type and 1d12 damage of 1 other type of your choosing (this can also be the same type, for a total of 3d12 of that damage type).

Whenever you activate an Enhanced Dragonblood Manipulation, you cannot activate that same Manipulation again until you complete a short or long rest. You can, however, activate the Manipulation's basic form.

Strongblooded[edit]

You have sampled the blood of so many others that your own begins to grow even more magical, but it takes its toll to extract this magic. Starting at level 13, whenever you cast a Cantrip, you can choose to empower it. It will deal double damage and count as a Critical Hit. When you first activate this ability, no side effects occur. However, from the second activation onward, you take 2d6 necrotic damage that ignores resistances and immunities. Every successive time you activate this ability until you complete a long rest, you add another d6 to this damage.

Blood Boil[edit]

You have gained the ability to draw out the maximum amount of magic from the blood you have sampled by forcing it to extreme temperatures. Starting at level 18, whenever you cast a spell level 1-5 that deals damage, you can spend 5 extra Commonblood Vials per level slot to make this spell deal maximum damage, and if it forces the target to make any kind of saving throw, the target automatically fails. You can activate this ability a number of times equal to your Constitution Modifier. You regain this feature after a long rest.

Blood Master[edit]

You have taken your blood sampling skills to their limits, and every single drop you store is bursting with raw magic. As a result, starting at level 20, whenever you roll initiative and have no Commonblood Vials remaining, you regain 1d4 x 6 Commonblood Vials. Additionally, whenever you roll initiative and have no Dragonblood Vials remaining, you regain 1 Lesser Dragonblood Vial.

Sanguinomancer[edit]

Sanguinomancer Blood Samplers specialize in the physical manipulation of blood. They can create gory apparitions out of their Vials and use them for both attack and defense.

Blood Weapons

You begin to practice the art of sanguinomancing, becoming able to create weapons out of blood. Starting at level 3, you can create one of these weapon apparitions at a time as a bonus action:

Blood Sword

A shortsword made of blood. You can spend 10 Commonblood Vials to create this in your free hand as a bonus action. It deals 1d6 + 2 + your Wisdom Modifier + your Proficiency Bonus piercing damage. This is a magic weapon with +2 to attack and damage rolls (included). You can dissipate the weapon as a bonus action; otherwise it dissipates after 1 minute.

Blood Spear

A pike made of blood. You can spend 15 Commonblood Vials to create this weapon in your free hand as an action. It deals 1d10 + 2 + your Wisdom Modifier + your Proficiency Bonus piercing damage. Alternatively, it can be thrown 30/60 feet, dealing an extra +2 damage on a hit. This is a magic weapon with +2 to attack and damage rolls (included). You can dissipate the weapon as a bonus action; otherwise it dissipates after 1 minute. If the pike is thrown, even if it misses, it dissipates after the impact.

Blood Shield

A shield made of blood. You can spend 20 Commonblood Vials to create this in your free hand as a bonus action. It increases your AC by 2 and all magical damage you take is halved. If a spell targets you that forces you to make a saving throw of any kind, you automatically succeed this saving throw; however, you only take reduced damage due to the save (if the save reduces damage); the half damage you would have otherwise received from the shield does not apply. You can dissipate the shield as a bonus action; otherwise it dissipates after 1 minute.

Draconic Blade

You can now channel Dragonblood into your apparitions. Starting at level 7, you can activate the Dragonblood Manipulation Draconic Blade. Whenever you create a Blood Sword or a Blood Spear (see above), you can spend 1 Dragonblood Vial to emower it with a dragon's element. Choose an element from Fire, Ice, Lightning, Poison, or Acid. If you use a Lesser Dragonblood Vial, your weapon will deal an additional 1d10 damage of that type. If you use a Greater Dragonblood Vial, your weapon will deal an additional 2d8 damage of that type.

Wings of Blood

You can create a more advanced apparition with which you can fly. Starting at level 11, you can spend 35 Commonblood Vials to create a pair of batlike wings made of pure blood on your back as an action. These wings give you a flying speed of double your movement speed. While your Wings of Blood are active, you can cast the Gust Cantrip as a bonus action. These wings last for 1 hour and cannot be dissipated manually.

Blood Elemental

Your sanguinomancing skills have reached so far that you can create an entire being out of nothing but gore. Starting at level 18, you can spend 80 Commonblood Vials and 1 Lesser Dragonblood Vial to create a Blood Elemental as an action. You can only have 1 Blood Elemental active at a time. This creature acts independently of you, with its own Initiative and actions, but follows all spoken or mental commands you issue to it. It lasts for 24 hours before losing all its HP and dissipating.

Blood Elemental

Large elemental, alignment of its creator


Armor Class 15 (Natural armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft., Swimming 80 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 7 (-2) 10 (+0) 8 (-1)

Saving Throws Str +8, Con +8
Damage Resistances Acid, fire, bludgeoning fron nonmagical attacks, piercing from nonmagical attacks, slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Languages of its creator
Challenge 6 (2,000 XP)


Blood Form. The Elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Freeze. If the Elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

Blood Absorption. If the Elemental attacks a creature that is Bleeding with its Slam attack, it gains 1d4 Temporary Hit Points for every successful attack it makes.

Magical. The Elemental's attacks all count as magical for the purpose of overcoming resistance and immunity to nonmagical damage.

ACTIONS

Multiattack. The Elemental makes two Slam attacks.

Slam Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage

Bloody Razors (Recharge 4-6). +8 to hit. The Elemental flings razor-sharp, bladelike droplets of blood from its arms. Everyone in a 25 ft. cone in front of the elemental must make a Dexterity saving throw. On a failed save they take 25 (6d8) piercing damage, and half as much on a successful one.



Poisonblood[edit]

Poisonblood Blood Samplers use their bloody talents both to heal others and to create deadly poisons. They specialize in giving their allies the upper hand, one way or another.

Healing/Harming Blood

You can imbue your stolen blood with magic to either help or harm. Starting at level 3, you can target 1 creature of your choice and spend 5X Commonblood Vials to use your attack action to implant magical blood into their veins. You can choose to heal them, and they regain Xd8 Hit Points. Alternatively, you can poison them with cursed blood, dealing Xd8 poison damage that ignores resistances and immunities. The target must succeed on a Wisdom (Medicine) check contested by your own Wisdom (Medicine) check. If the target fails, they are Poisoned for X minutes. X is the multiplier for how many Commonblood Vials you spent. Undead, constructs, and oozes are immune to either form of Healing/Harming Blood.

Natural Health

Your medicinal blood magic begins to give way into your own blood. Starting at level 7, you become resistant to poison and necrotic damage. You also become immune to the Poisoned condition. If you are already resistant to either damage type, you become immune to that type.

Toxic Hinderance

You can alter the blood of others to make them weaker. Starting at level 11, whenever a creature you can see makes a saving throw of any kind, you can spend 25 Commonblood Vials to make them fail that saving throw. constructs, oozes, and undead are immune to Toxic Hindrance. You can activate this ability a number of times equal to your Constitution modifier. You regain this feature after a short or long rest.

Draconic Rejuvenation

Your stolen blood has become so imbued with healing that not even death can stand in its way. Starting at level 18, you gain the Dragonblood Manipulation Draconic Rejuvenation. Whenever you cast a necromancy spell that involves animating or raising the dead, you can spend 3 Greater Dragonblood Vials instead of that spell's component.

Dracogore[edit]

Dracogore Blood Samplers put their scope of focus on Dragonblood. They use it more than other Blood Samplers and to more powerful effects.

Elements of the Dragons

Your own blood begins to lean towards the raw elemental magic of dragons. Starting at level 3, whenever you cast a Cantrip that deals Fire, Cold, Lightning, Poison, or Acid damage, you can choose add your Spellcasting Modifier (Wisdom) to the damage roll. You can activate this ability a number of times equal to your Wisdom Modifier. You regain this ability after a short or long rest.

Advanced Dragonic Manipulations

Your studies in Dragonblood allow you to enhance your spells with even more draconic power. Starting at level 7, you gain the ability to acitave any of these Dragonblood Manipulations:

Draconic Targeting

Whenever you cast a spell that only affects a single target, you can spend 1 Dragonblood Vial to choose another creature (including yourself) to become that spell's target, whether to help them or harm them. If you use a Lesser Dragonblood Vial, both targeted creatures receive the effects of the spell. If you use a Greater Dragonblood Vial, both targeted creatures receive the effects of the spell, and if the spell deals damage, the creatures all take an additional 1d6 necrotic damage.

Draconic Empowerment

You can spend 1 Dragonblood Vial to target creature you choose (including yourself) and empower them with a dragon's might as your action. If you use a Lesser Dragonblood Vial, all attack rolls the creature makes for the next 10 minutes are made at an advantage and receive a +1. If you use a Greater Dragonblood Vial, all attack rolls the creature makes for the next 10 minutes are made at an advantage and receive a +1. Additonally, the target receives an extra Attack action for their next turn only.

Dragonblood Alchemy

You have begun to understand what makes Greater Dragonbloood "greater," and how to purify Lesser Dragonblood. As a result, starting at level 11, you can transform 1 Lesser Dragonblood Vial into 1 Greater Dragonblood Vial. Roll a d100. If you roll 1-20, the Lesser Dragonblood Vial you used becomes unusable, and you must steal blood (see above) to replace it. If you roll 21-60, the Vial does not change. If you roll 61-100, you successfully convert the Lesser Dragonblood into Greater Dragonblood. This procedure takes 6 hours and requires an Alchemist's Supplies (not consumed). If you roll a 1-20, the procedure only takes 4 hours, as your failure becomes apparent. You cannot attempt this procedure again until you complete a long rest.

Advancement in Enhancement

You have mastered your studies in Dragonblood. Starting at level 18, you can activate the Enhanced Dragonblood Manipulation Enhanced Draconic Targeting. Whenever you cast a spell that only affects a single target, you can spend 2 Dragonblood Vials to choose 2 other creatures (including yourself) to become that spell's targets, whether to help them or to harm them. If you used 2 Lesser Dragonblood Vials or 1 Lesser and 1 Greater Dragonblood Vial, all 3 targeted creatures receive the effects of the spell. If you used 2 Greater Dragonblood Vials, all 3 targeted creatures recieve the effects of the spell, and if the spell deals damage, the creatures all take an additional 2d10 necrotic damage.

Blood Sampler Spell List[edit]

You know all of the spells below:

Cantrips

Acid Splash, Chill Touch, Dancing Lights, Mage Hand, Mending, Minor Illusion, Poison Spray, Produce Flame, Ray of Frost, Resistance, Shocking Grasp, True Strike

1st Level

Burning Hands, Charm Person, Chromatic Orb, Command, Comprehend Languages, Create or Destroy Water, Detect Magic, Detect Poison and Disease, False Life, Feather Fall, Fog Cloud, Hellish Rebuke, Identify, Inflict Wounds, Magic Missile, Shield, Sleep, Speak with Animals, Thunderwave

2nd Level

Acid Arrow, Barkskin, Blindness/Deafness, Darkness, Darkvision, Enlarge/Reduce, Flame Blade, Gust of Wind, Hold Person, Invisibility, Lesser Restoration, Levitate, Locate Object, Magic Weapon, Mirror Image, Misty Step, Scorching Ray, Shatter, Spider Climb, Web

3rd Level

Animate Dead, Beacon of Hope, Clairvoyance, Counterspell, Daylight, Dispell Magic, Fear, Fireball, Gaseous Form, Haste, Lightning Bolt, Meld into Stone, Remove Curse, Revivify, Vampiric Touch, Water Walk

4th Level

Banishment, Blight, Confusion, Control Water, Death Ward, Dominate Beast, Fire Shield, Giant Insect, Greater Invisibility, Ice Storm, Polymorph, Stoneskin, Wall of Fire

5th Level

Animate Objects, Antilife Shell, Cloudkill, Cone of Cold, Dominate Person, Dream, Flame Strike, Greater Restoration, Hold Monster, Insect Plague, Raise Dead, Wall of Stone

6th Level

Chain Lightning, Circle of Death, Create Undead, Disintegrate, Flesh to Stone, Freezing Sphere, Move Earth, Programmed Illusion, Sunbeam, Wall of Ice, Wall of Thorns

7th Level

Finger of Death, Fire Storm, Plane Shift, Prismatic Spray, Project Image, Resurrection, Reverse Gravity, Teleport

8th Level

Animal Shapes, Antimagic Field, Control Weather, Dominate Monster, Earthquake, Sunburst

9th Level

Imprisonment, Meteor Swarm, Time Stop, True Resurrection, Weird

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Blood Sampler class, you must meet these prerequisites: Wisdom 15

Proficiencies. When you multiclass into the Blood Sampler class, you gain the following proficiencies: Simple weapons, light armor, alchemist's supplies, poisoner's kit

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