Blood Caster, Variant (5e Class)

Blood Caster

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?

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

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 Wisdom. 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: Wisdom, 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

LevelProficiency
Bonus
FeaturesCantrips KnownSpells KnownMax Spell
Level
1st+2Bloodcasting, Path Feature, Arcane Transfusion331
2nd+2Blood Restoration331
3rd+2Path Feature342
4th+2Ability Score Improvement352
5th+3463
6th+3Path Feature473
7th+3484
8th+3Ability Score Improvement494
9th+4495
10th+4Tides of Blood4105
11th+46th-Blood Arcanum5105
12th+4Ability Score Improvement, A Source to Bend5115
13th+57th-Blood Arcanum5115
14th+5Path Feature5125
15th+58th-Blood Arcanum5125
16th+5Ability Score Improvement5135
17th+69th-Blood Arcanum5145
18th+6A Body of Blood and a Mind of Iron, Path Feature5145
19th+6Ability Score Improvement5155
20th+6Absolute Focus5155

Bloodcasting

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 amount of the Wizard spells you know and replace it 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.

Spellcasting Ability

Wisdom 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 Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom 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

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

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) + Wisdom modifier. You can't get HP above your maximum and this feature doesn't work against Undead Oozes or Constructs.

Blood Restoration

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

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

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

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. 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

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

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


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 1d12 hit dice 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 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 the quarter 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 (minimum of 5 feet)

Blood Boiling

- You can cause your enemies blood to boil and deal an extra 1d12 damage to your spell.


At 14th level, it increases 2d12 and 3d12 at level 18

Potent Blood

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

Life Drinker

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

Path of the Vampire


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 Wisdom 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 one with your Blood Pool. When you are attacked by a Fatal blow, you can use your reaction to instead ignore all damage until the start of your turn. 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.

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. 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 Wisdom modifier and you gain hp equal the total amount of damage dealt.

• You have a climbing speed of 40 feet.

• Your spell save DC is increased by 2.

• 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.


When your Life Drinker form ends, 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


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 concetrate on making armor out of your blood. As a reaction, when you get damaged you can turn that damage to temporary HP. You can only use this feature equal to your Wisdom Modifier.

Blood for Blood

At 1st level when you choose this Path, you gain a pool of d8s equal to your Blood Caster level. When you cast a spell you can choose to use the dices to a maximum of your Wisdom modifier to strengthen the damage. the dice increases to d10s at level 6 and d12s at level 14.

You regain all dice after a long rest.

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 Wisdom modifier) to create a blob. The AC of this creature is 8 + Wisdom 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 is 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: +STR : DICE NUMBER+STR

Note: You can't take the Blood back when you use this feature.

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.

Multiclassing


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

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



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