Post by Ragequit on Sept 8, 2015 16:08:34 GMT 10
BLOODBORN
Level | Proficiency | Features | Spell Points | Max Spell Level | Spell Level | Point Cost |
1st | +2 | Spell casting, Blood Well | 3 | 1st | 1st | 2 |
2nd | +2 | 4 | 1st | 2nd | 3 | |
3rd | +2 | Archetype Ability | 9 | 1st | 3rd | 5 |
4th | +2 | Ability Score Improvement | 11 | 2nd | 4th | 6 |
5th | +3 | Extra Attack | 18 | 2nd | 5th | 7 |
6th | +3 | 21 | 2nd | 6th | 9 | |
7th | +3 | Bloody Visage | 25 | 3rd | 7th | 10 |
8th | +3 | Ability Score Improvement | 29 | 3rd | ||
9th | +4 | Archetype Ability | 38 | 3rd | ||
10th | +4 | 42 | 4th | |||
11th | +4 | Life Tap | 48 | 4th | ||
12th | +4 | Ability Score Improvement | 48 | 4th | ||
13th | +5 | 55 | 5th | |||
14th | +5 | 55 | 5th | |||
15th | +5 | Archetype Ability | 62 | 5th | ||
16th | +5 | Ability Score Improvement | 62 | 6th | ||
17th | +6 | 71 | 6th | |||
18th | +6 | Damming Presence | 75 | 6th | ||
19th | +6 | Ability Score Improvement | 81 | 7th | ||
20th | +6 | Archetype Ability | 88 | 7th |
Hit Points
Hit Dice: 1d10 per bloodborn level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier per bloodborn level after 1st
Proficiencies
Armour: Light armour
Weapons: Simple weapons, Shortswords and Whips
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
The Tainted Blood
Your blood has been tainted by the touch of infernal beings, be it from demonic possession or from an ancestor that laid with Succubi. However the taint has come about its demonic touch lends you power far beyond the mundane populace, and with it, a lot like pacts made with infernal beings your power can come with a cost.
Spell Casting - Beginning at 1st level you are able to harness and manipulate the magical essence of your blood to cast spells. Constitution is your spellcasting ability for your bloodborn spells, since their power derives from the demonic power flowing in your blood. 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 bloodborn 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. You prepare the list of bloodborn spells that are available for you to cast, choosing from the bloodborn spell list. When you do so, choose a number of bloodborn spells equal to your Constitution modifier + your bloodborn level (minimum of one spell). The spells must be of a level for which you have spell slots. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of bloodborn spells requires time spent in meditation and tracing sigils in blood upon your body: at least 1 minute per spell level for each spell on your list.
Blood Well - Beginning at 1st level you have control of the magical essence of the blood that flows through your veins. You are able draw power from your blood to fuel your magics or to syphon some of that power to heal your wounds. As a bonus action you can drain points from your hit point maximum and convert it to spell points and vise versa, for every 3 hit points you spend you gain 1 spell point, conversely you can convert spell points to heal, 1 Spell point converts to 3 hit points returned to your maximum, you cannot exceed you hit point maximum using this ability. Initially you can use this ability once per short rest, you gain an additional use at 9th and 17th levels. Drains to you hit point max can only be regained from spell point conversion or a short rest.
Archetype - At 3rd level you choose an archetype class. You can choose either the controlling Bloodmage, able to summon and manipulate lesser demons to do their bidding, or the feared Tainted, a warrior whose infernal blood boils with vengeance towards his foes.
Bloody Visage - Starting at 7th level, the nature of your tainted presence begins to show. Your eyes turn blood red and begin to weep blood also your hands are bloodied and dripping, your unsettling appearance gives you advantage on intimidation checks. You are not hindered by the blood and any that falls sizzles away leaving no trace.
Life Tap - Starting at 11th, you gain further control over your Blood magic, you can now drain or transfer vitality to any willing target, or a minion under your control. You can drain up to 50% of the targets current hit points, healing yourself for that amount. Alternately you can transfer up to 50% of your current hit points to a willing target healing them for that amount. A target other than a minion chooses how many hit points you may drain in this manner. You can use this ability once per long rest.
Damming Presence - Starting at 18th level, your connection to the infernal planes has grown strong, allowing you to tap into its fiery damnation. You can cast the Hellish Rebuke spell at will as a 1st level spell.
Bloodmage
fluffiness here
Bonus cantrips - You gain the Firebolt and Minor Illusion cantrips.
Born of Blood - Starting at 3rd level, through bloody rituals and research, you have gained the knowledge about the true names of, and can summon lesser demons to aid you on your adventures and fight alongside you. Its hit point maximum equals its normal maximum or four times your bloodborn level, whichever is higher. The demon obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, Help action or use one of its special abilities. Once you have the Extra Attack feature, you can make one weapon attack or cast a single action spell yourself when you command the demon to take a action. Initially you can Summon a Dretch (pg 57 of the MM), at 9th level you can summon a Quasit (pg 63 of the MM) and at 15th a Shadow Demon (pg 64 of the MM). You can only have 1 demon under your control in this fasion, if the demon is reduced to 0 hit points it is banished back to its hellish plane. You can summon another demon, or replace the one you have once per long rest, which requires a 1 hour ritual to be preformed. Additionally you can use a action and expend 10 spell points to summon a demon that appears within 5 feet of you, if you do not currently control one.
Twined Soul - Starting at 9th level, you have a created a strong bond with your demonic allies through the use of your bloodmagic. As a bonus action, you can create a bond with your demon minion that shares the damage either of you take. While this bond is in effect, any damage taken by either the master or minion is split evenly between the two, rounding up. You can cancel this bond at anytime using another bonus action. You must complete a short rest before being able to use this ability again.
Soul Shift - Starting at 15th level, in times of dire need you can shift places with you minion putting them in harms way instead of yourself. When you are hit in combat but before damage is rolled, you can use a reaction to trade places with your minion as long as they are withing 60 feet and you can see them, having it take the damage of the attack. You can use this ability once per long rest, you can gain additional uses of this ability per long rest at the cost of 10 spell points.
Blood of the Demon - At 20th level, you gain control over the infernal essence of your demonic minion, sacrificing it and absorbing its power. As an action you can destroy your minion and take on its abilities and powers, your features also change taking on features of the sacrificed demon. You gain its remaining hit points adding them to your own but not exceeding your hit point maximum. Any attacks, abilities or movement types the demon had, you now have as well. You are considered proficient with any of these abilities if required and are restricted to the amount of uses of these abilities as the demon was. This transformation lasts 1 hour or until you dismiss it with a action, or if you summon another minion in anyway.
Tainted
poodle and marshmallow stuff
Bonus Proficiencies - You gain proficiency in medium armour and shields, also longswords, battleaxes, greataxes, greatswords, glaives and tridents
Blood Taint - Starting at 3rd level, you can release the demonic taint within your blood against those that have caused you harm. As a reaction when you take damage in melee you can release your tainted blood upon that enemy. The target must make a constitution save verse your spell DC or take 2d4 necrotic damage and be poisoned for 1 minute, this damage increases to 2d6 at 9th level and 2d8 at 15th. The taint lingers within your blood for 1 minute and any subsequent enemies that harm you may also be affected. If you expend 5 hit points off you maximum, you can increase the damage by an extra die. You can use this ability once per short rest. Drains to you hit point max can only be regained from spell point conversion or a short rest.
Life's Blood - Starting at 9th level, you can bolster your stamina for a short period, but at a cost. As a bonus action you can bolster your current hit point total by up to half of your current hit points for 1 minute. Once the duration finishes you lose the temporary hit points and the amount you originally spent is taken from your hit point maximum. Any damage you receive comes off the temporary pool first then your current hit points. If when the duration expires you are reduced to 0 hit points you fall unconscious and are subject to death saving throws. You can use this ability once per short rest. Drains to you hit point max can only be regained from spell point conversion or a short rest.
Infernal Pursuit - Starting at 15th level, Your infernal blood remembers and it wants vengeance, the taint in your blood draws you to those that have harmed you allowing you to teleport to their location to enact revenge. While creatures are under the effect of your Blood Taint ability and within 60 feet of you, you can teleport to them without provoking attacks when leaving where you were. You can teleport in this fashion an amount equal to half your Constitution modifier rounded up (minimum once), on your turn. You can use this ability once per long rest.
Demonic Fury - At 20th level, you can unleash the demonic fury pent up within you, lashing out in a flurry of blows. As an action you can expend up to half your current hit point maximum, for every 10 points you use you gain 1 weapon attack. These attacks can be spread about to multiple targets and can be used in conjunction with your Infernal Pursuit ability, teleporting to each target and attacking. You can use this ability once per long rest. Drains to you hit point max can only be regained from spell point conversion or a short rest.
Change log:
Changed hit point exchange to be powered off your hit point maximum, and that these points can only be regained from spell point conversion or a short rest.
Changed Life tap to a single long rest use to act a one off heal.
Added Bloody Visage and Damming Presence.