Blood Celebrant (3.5e Class)
From D&D Wiki
|Editing:||Constructive edits welcome|
- 1 Blood Celebrant
- 1.1 Making a Blood Celebrant
- 1.2 Campaign Information
The Blood Celebrant delights in the use of blood as fuel for his arcane arts. He draws magical sigils in blood upon the earth, on paper, on doorways… pretty much any surface. Then he releases the spell with greater power than any regular sorcerer could dream of, gifted by the limitless power of the vile gods for whom he calls the blood. He also can use certain other gifted abilities such as his Bloodstar familiar, Constitution bonuses, alternate Corruption costs for Corrupt spells, and the spell Avasculate.
Making a Blood Celebrant
His damaging spells deal an additional 1d4 unholy damage plus 1d4 for every three caster levels. However, all of his damaging spells require a full-round action to draw a sigil in blood. After that full-round action, he may cast the spell normally the following turn. He can only have a Bloodstar as a familiar, albeit a more powerful version than the spell. Overall, The Celebrant is someone who works as a damaging spellcaster who works from the sidelines. He can survive in combat, thanks to his improved Constitution, but he is useless as a melee combatant.
Abilities: The most important abilities are Constitution and Charisma. Charisma allows him to cast his spells, while Constitution allows him to more efficiently cast Corrupt spells.
Races: Any race that has a circulatory system and access to evil deities can possibly travel down the Blood Celebrant's dark path.
Alignment: Any Evil.
Starting Gold: starting gold; 3d4×10 gp (75 gp).
Starting Age: As Wizard.
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+0||+2||Bloodstar Familiar, Power of Blood, Alternate Corruption Costs||5||3||—||—||—||—||—||—||—||—|
|3rd||+1||+1||+1||+3||Halo of Blood||6||5||-||-||-||—||—||—||—||—|
|5th||+2||+1||+1||+4||Constitution Bonus +1||6||6||4||-||-||-||—||—||—||—|
|10th||+5||+3||+3||+7||Constitution Bonus +2||6||6||6||6||5||3||-||-||-||—|
|15th||+7/+2||+5||+5||+9||Constitution Bonus +3||6||6||6||6||6||6||6||4||-||-|
|20th||+10/+5||+6||+6||+12||Constitution Bonus +4||6||6||6||6||6||6||6||6||6||6|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Blood Celebrant.
Weapon and Armor Proficiency: The Blood Celebrant is proficient with all simple weapons, but no armor or shields.
Spells: The Blood Celebrant casts arcane spells. The save DC is Charisma-based. However, the bonus spells and the highest spell the Blood Celebrant can cast is based on his Constitution. All spells are at the expense of one Blood Point per spell level. All spells cost at least one Blood Point. A vial can hold approximately 5 Blood Points, while a flask can hold approximately 10 Blood Points. Blood Celebrants may choose their spells from the following list in addition to those from the Sorcerer's spell list:
0—Preserve Organ, Unnerving Gaze, No Light, Slash Tongue
1st—Necrotic Awareness, Ectoplasmic Armor, Summon Undead I, Suspend Disease, Black Bag, Extract Drug, Nether Trail, Drug Resistance, Sacrificial Skill, Stupor, Darklight, Death Grimace, Aberrate, Bestow Wound, Cheat, Tongue Tendrils, Seething Eyebane
2nd—Summon Undead II, Blade of Pain and Fear, Ghost Touch Armor, Ghoul Glyph, Necrotic Cyst, Necrotic Scrying, Spawn Screen, Unheavened, Addiction, Entice Gift, Masochism, Sadism, Sap Strength, Darkbolt, Dance of Ruin, Shriveling, Slow Consumption, Wither Limb, Graz'zt's Long Grasp
3rd—Ectoplasmic Feedback, Summon Undead III, Incorporeal Enhancement, Necrotic Bloat, Devil's Eye, Eyes of the Zombie, Glimpse of Truth, Drown, Wall of Chains, Evil Eye, Dread Word, Vile Lance, Cruel Disappointment, Curse of the Putrid Husk, Reality Blind, Tongue Serpents
4th—Summon Undead IV, Necrotic Domination, Psychic Poison, Abyssal Might, Hell's Power, Wall of Deadly Chains, Damning Darkness, Mirror Sending, Grim Revenge, Liquid Pain, Wrack, Corrupt Summons, Dancing Chains
5th—Summon Undead V, Haunt Shift, Kiss of the Vampire, Necrotic Burst, Might's Caress, Imprison Possessor, Call Dretch Horde, Call Lemure Horde, Call Nightmare, Wall of Ooze, Soul Shackles, Stop Heart, Resonating Resistance
6th—Ghoul Gauntlet, Incorporeal Nova, Necrotic Eruption, Revive Undead, Spectral Touch, Impotent Possessor, Snare Astral Traveler, Alert Bebilith, False Sending, Ectoplasmic Enhancement, Fiendish Quickening
7th—Ghost Trap, Avasculate, Awaken Undead, Energy Ebb, Necrotic Tumor, Wall of Eyes, Fiendish Clarity, Whirlwind of Teeth, Eye of the Beholder
8th—Avascular Mass, Necrotic Empowerment, Veil of Undeath, Ghostform, Phantasmal Thief, Gutwrench, Steal Life, Bestow Greater Curse, Soul's Treasure Lost
9th—Necrotic Termination, Plague of Undead, Utterdark, Mindrape, Crushing Fist of Spite
Power of Blood: When the Blood Celebrant casts a damaging spell, he may take a full-round action of Concentration the turn before he casts the spell as he paints an unholy sigil with the blood used for the spell. When he casts the damaging spell the following turn, it deals an additional 1d4 unholy damage plus 1d4 for every 3 caster levels, to a maximum of 7d4 damage.
Bloodstar Familiar: A Blood Celebrant may have a permanent form of the Bloodstar spell as a familiar, but no other kind of familiar. The Bloodstar is a tiny construct with 20 Hit Points and Hardness 10. Each time an enemy is damaged by any source within 10 feet of the Bloodstar, that enemy must make a Fortitude save. On a failed save, the victim takes 1 Constitution damage. The DC is 10+Caster level+2. Unlike the Bloodstar spell, you need not concentrate to move the Bloodstar. It can move to any range, flying at your will at the speed which you could normally travel. It can also be carried, much like a large gem, on your person. It has the appearance of a thin-cut, palm-sized ruby which spins rapidly and pulsates with red light when in flight. For every 10 Constitution drained by the Bloodstar, the caster may either gain 5 Blood Points or heal 1 Constitution damage, permanent or temporary.
Alternate Corruption Costs: The Blood Celebrant is adept at casting Corrupt Spells. He can replace half of any Corrupt Spell's Corruption Cost, rounded up, with Constitution damage minus 1, but the Constitution cost must equal at least one. For example, if the spell Red Fester deals 5 Strength damage from rolling 1d6, then the Blood Celebrant may defer 3 of that Strength damage as Constitution damage. Then he subtracts 1 from the total Constitution damage It would deal 2 Strength damage and 2 Constitution damage. The caster must choose to use the Alternate Corruption Cost before he casts the Corrupt Spell, as he must use his own blood to cast the spell.
Halo of Blood: Mostly theatrical in nature, this ability allows the Blood Celebrant to carry 10 Blood Points plus 10 per 5 caster levels in a macabre halo circling around his head or his torso. This ability gives the Celebrant a +2 bonus to Intimidate checks and allows him to carry his reagent without using vials or flasks. (See "Spells" for a description on the use of Blood Points).
Constitution Bonus: The Blood Celebrant gains an inherent bonus to his Constitution as his body compensates for the frequent blood loss and scarring. At level 5 he receives a +1 bonus to Con. Every 5 levels thereafter, this bonus increases to +2, +3, and finally +4 at level 20.
Avasculate: At level 6, the Blood Celebrant gains a great knowledge of blood from his craft. He can virtually tear a large amount of blood from one of his enemies once per day per 6 caster levels. This ability works like the spell Avasculate from the Libris Mortis, and does not count towards the Celebrant's daily spell limit. Nor does this ability cost any blood points. Quite contrarily, the Celebrant may gain up to 20 blood points from use of this ability, provided he has the space to hold them.
If a Blood Celebrant ever decides to NOT use blood points for his damaging spells ever again, or changes his alignment to neutral or good, then he becomes an Ex-Blood Celebrant. He can regain his class's good name (evil name?) if his alignment changes back to evil and decides to use his bloody reagents once more. However, he gains a negative level for returning to his former class from being an Ex-Blood Celebrant..
Epic <-class name->
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->|| <-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a Blood Celebrant
Religion: Someone of this class would most likely worship gods of death, torture, or evil. The most likely candidate is Afflux, the god of pain, torture, and execution.
Other Classes: He accepts other classes to meet his own ends. He knows that he cannot survive in single combat, and therefore travels with other classes to protect him. He may, of course, have other motives decided by particular circumstances or the DM's preference.
Combat: The Blood Celebrant stays off to the side and casts powerful damaging spells into the fray of combat, sending his Bloodstar into the fight to drain Constitution. When people try to attack him, he will do his best to escape direct combat by either Intimidating his offender or casting a crowd-controlling, nondamaging spell.
Advancement: This class usually does not need any sort of multiclassing or prestige classes, because it is so particular and immensely powerful.
Blood Celebrants in the World
|“||If you would taste the power of the darkest gods, be prepared to salt it with blood.||”|
|—Quetzaheztli, Aztec Blood Celebrant|
Blood Celebrants feel at home on the Material Plane. Here they can use their abyssal powers to take control over those weaker than themselves. They relish in the idea of ultimate power, and consistantly seek out ways of furthering their own power. Overall, they would seek to overthrow their own gods and take power for themselves. None, so far, have succeeded. But at least they set their goals high enough.
Daily Life: Wake up. Drink blood. Cut self in offering to god. Kill people in offering to god. Light snack. Meditate in painful situation. Gain power. Go to bed..
Notables: Quetzaheztli, whose name means "Born of Blood," was notable for being the first to partake in the dark art of channeling magic through mortal blood. He was an Aztec priest who began human sacrifice for the gods. It is believed that the god Mictlantecuhtli is also known as the god Afflux.
Organizations: Aside from the Mesoamerican civilizations who partook in human sacrifice, this class tends to congregate in secret temples of torture, or else small caches of underground worshipers who capture people off the streets to commit vile rites of pain and suffering in the name of their gods.
NPC Reactions: "um, why does the blood of every person we kill end up floating around your head? Are you evil?".
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
Blood Celebrants in the Game
Blood Celebrants typically play villains if they are NPCs. Player Characters are normally not antiheroes, but are completely sadistical in nature and do what they can to spread pain and misery, only ceasing when it might endanger their life or their journey towards power.
Sample Encounter: "You descend into basement of the magically locked building as the rancid smell of dried or burned blood finds its way to your nostrils. At the bottom of the staircase is a room with a black-robed figure drawing a large symbol on the floor using a paintbrush filled with fresh blood. He looks up from his work, spotting you, and shouts something in Demonic. Three Blackguard soldiers turn towards you and step forward menacingly, drawing their weapons. The Blood Celebrant moves to the back of the room begins to draw a bloody sigil in the air.