Talk:Blood Mage (5e Class)

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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 (talkcontribs) . 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