Talk:Blood Mage (5e Class)
Warning this class is broken/ Kinda sucks! BEWARE!![edit]
Gotta be careful about that blood magic Lemiel14n3 (talk) 11:35, 1 February 2015 (MST)
- Its funny because its actually possible lol--The Necromancer, Excille (talk) 11:37, 1 February 2015 (MST)
- Not bad. Though I think this entire class could be changed to just being a school of wizardry instead.
- Thanks and while I suppose it does have the potential to be magical school, I personally feel as though its better served as an independent magical class.
- The class seems interesting, though the simplest change I would make would be to set all the saves equal to (8 + Proficiency Bonus + (Stat Mod)). I'm specifically referencing the Brands and Warps saves.
Spells[edit]
I purely say you scale up the spell slots... No spells at first level.. Come on, really. Give me somthing. At least 2, literally every other magic based class starts with 2 level 1 spell slots.
- There's "full" spellcasting (like a cleric) and "half" spellcasting (like a paladin). This class is designed around half spellcasting, and that fixes what the spell slots are.
- However, it's true that this class doesn't have anything interesting to do at level 1. They get 2 cantrips, which is okay. They get "affliction" which is a complicated way of saying they get a spellcasting focus (and the feature should really use that term), but this doesn't do anything at level 1 since their cantrips don't have M components. Similarly, Blood Magic and "spells known" isn't relevant until they get their spell slots at 2nd level. Marasmusine (talk) 15:56, 30 August 2015 (MDT)
Hey I might end up fixing/revamping this homebrew. If any one has any surgestion I am willing to hear.
A mysterious person.
- I have all but abandoned D&D, feel free to take over. All I ask is that you do a good job. Best of luck--The Necromancer, Excille (talk) 22:10, 30 November 2015 (MST)
- Thank, I actually kind of thought of how to turn sacrifice into 3 archetypes
Little review[edit]
Yet another Charisma caster? There are so many that it's going to be old news: Sorcerer, Bard, Warlock, Paladin... there is nothing new here. And, as others said before: this is more akin to a new subclass than an entire one: there is no "new" mechanic (as Warlock or Sorcerer) that actually bring something new to the table. The mechanic of sacrificing HP for slots is actually more a subclass or archetype power than a backbone class feature. I would remade it on a Sorceror, ehem, bloodline. But if you actually wanted to bring an original type of spellcasting, why won't you make it a Constitution or even Strenght caster? Afterall, blood is a physical feature of bodies. This way you even can pump up a little the character giving it some buffing.
Blood Armor[edit]
If somebody was to take the necrotic damage for the blood armor, can that person heal the damage up and stack it again? I find this to very broken since there is no limit.
- Yes, there are errors everywhere. I've pulled out another example.
- "Blood Regeneration: Using a bonus action, You use the blood, of either a recently fallen foe, or a living person, to heal yourself, or an ally. You can also use your own blood taking 1 hp per hp given to heal an ally. If you are using a living person, you have to either have them in a grapple, have them unconscious, or they must be willing."
- It's not made clear what a "fallen foe" is (a dead creature? Unconscious? 0 hit points?); doesn't explain why the "fallen" has to be a foe, but a "living" creature doesn't have to be a "foe"; what does it mean by "person" - does this mean Humanoid (as in hold person?); how far away the "fallen foe" can be.
- If the "fallen foe" is at 0 hit points, how can you "take 1 hp"?
- How far away can the ally receiving the HP be?
- There doesn't seem to be a HP limit. Can I just drain all of a creature's HP in a single bonus action? Marasmusine (talk) 02:17, 2 February 2017 (MST)
- It appears that the issue with Blood Regen has been fixed.
Thinking Out Loud[edit]
I noticed when going back to look at this page that someone had requested for it to be deleted on the grounds that the class "breaks the realms of what a class should be able to do, and is extremely powerful." Now I do understand that the class is quite overpowered. However, I do not understand why it should be deleted. If it is overpowered then don't use it. I might not be understanding this fully but I don't see the reasoning behind the page being deleted. If anyone could answer this question for me that would be great.
So I found a way to break this class. Gift of the Everliving Ones always gain max hp from healing(pact of the chain warlock) + Cure Wounds D8 + caster mod(bard/cleric/paladin/druid/ranger) + Reverse Regen take 7 + CON gain a hit die gives you a net gain of 1 or more hp for no cost since assuming you have equal or higher CHA to CON. It's infinite healing. I came across this almost by accident otherwise I absolutely love the class, playing it in a game rn—The preceding unsigned comment was added by SjeveBurger (talk • contribs) . Please sign your posts.
- Thank you for raising this issue, these seems to be a few ways to fix this exploit though. I could limit Blood Casting to only work on blood mage spells, but that wouldn't exactly be fun or interesting so I am more leaning towards either limiting the amount of times you can use Reverse Regeneration or just getting rid of the invocation all together.--Blobby383b (talk) 14:08, 9 September 2019 (MDT)
thank you, otherwise I think it's great, feels very flavourful & different from the classic warlock in a big way-- sjeveburger