Blood Lord (5e Class)
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|Work In Progress|
|“||Take this, and this, and this, and a little more of this..."||”|
|—A blood mage who cast too many spells.|
Blood Lords are usually people who have excessive pride and confidence in their abilities, so much so that they have resorted to using their own life's essence to cast spells. A blood mage usually recognizes that manipulating the essence of life can be a dangerous endeavor. However, there have been numerous instances of blood mages both weak and powerful who have met demise thinking they could cast 1 more spell only for the spell to fail at an unfortunate time because they lacked the necessary sacrifice to cast the spell. No harm, no foul eh, well maybe a lot harm is needed for a spell to work.
Creating a Blood Lord
Why did you decide to become an adventurer? How did you stumble upon blood magic and why did you decide it was the magic for you? Was it because of your self-confidence, was it taught to you, or was it last ditch attempt at learning magic because of your poor spell casting?
- Quick Build
As a Blood Lord you gain the following class features.
- Hit Points
Weapons: Simple weapons
Tools: Alchemist's Kit
Saving Throws: Constitution, Charisma
Skills: Choose three from Acrobatics, arcana, deception, insight, investigation, perception, persuasion, and stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) a potion of healing or (b) leather armor
- A Grimoire
|Features||Highest Spell Level||Spells Known|
|2nd||+2||Blood Pool, Spellcasting||1||2|
|4th||+2||Ability Score Improvement||1||3|
|6th||+3||Blood Deal Feature||2||4|
|7th||+3||7th level feature||2||5|
|8th||+3||Ability Score Improvement||2||5|
|10th||+4||Blood Deal Feature||3||6|
|11th||+4||11th level feature||3||7|
|12th||+4||Ability Score Improvement||3||7|
|16th||+5||Ability Score Improvement||4||9|
|18th||+6||Blood Deal Feature||5||10|
|19th||+6||Ability Score Improvement||5||11|
Starting at 1st level, whenever you gain temporary hit points, your attacks deal an extra 1d4 damage. This stacks every time you gain temporary hit points, and resets upon taking a short or long rest.
- Spells Known of 1st Level and Higher
You know 3 1st-level spells of your choice from the Blood Mage Vladimir spell list.
The Spells Known column of the class table shows when you learn more Blood Mage Vladimir spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the 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 one of the Blood Mage Vladimir spells you know and replace it with another spell from the Blood Mage Vladimir spell list, which also must be of a level for which you have spell slots.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your class spells.
At 3rd level, you choose one of the Blood Deals, which grants you features at 3rd level and again at 6th, 10th, 14th and 18th levels.
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.
Starting at 20th level, you have attained mastery over blood magic. The amount hit points needed for your class features is cut in half, minimum 1.
A blood mage who focuses on stealing life from their foes and giving it to others.
- Life Steal
You have learned how to take life from others and heal others. Starting at 3rd level, you may use an action to take life from a creature within 60 ft of you. The target must make a Constitution saving throw against your spell save DC. Upon a failure, they take 1d6 necrotic damage. You can choose another creature within 60 ft of you and have them heal for half the amount of damage dealt. You can use this a number of times equal to your Charisma modifier, regaining all uses upon finishing a long rest. The necrotic damage increases by 1d6 at 6th (2d6), 10th (3d6), and 18th (4d6) level.
You have achieved a hunger for blood. Whenever a creature fails their saving throw against life steal, you gain an additional 10 ft of movement speed until the end of your next turn.
- Enhanced Life Steal
You have begun exploiting weakened creatures for their blood. Starting at 10th level, creatures who have their current hit points equal to or below half their maximum hit points have disadvantage on the life steal saving throw.
- 18th level feature
A blood lord who utilizes mobility and their blood to forcibly submerge others.
- Pool Form
You have learned how to turn yourself into a pool of blood. Starting at 3rd level, as a bonus action, you can switch into a pool of blood with a 5 ft radius. Your movement speed is doubled, you cannot climb, fly, or do anything except move. You can move through other creature's spaces, but you cannot end your movement there. You also cannot be attacked either. Once you end your movement, you spring back up and retake your original form. You may do so an amount of times equal to your Constitution modifier, regaining all uses upon finishing a long rest.
You have learned how to force other creatures to enter your blood pool. Starting at 6th level, you can use your action to force a creature inside. The creature must make a Strength saving throw against your spell save DC. On a failure, they are forced inside and take 2d8 necrotic damage. Once you leave your blood pool form, they do so as well.
- Enhanced Pool
You have learned how to enhance your pool. Starting at 10th level, you may stay in your blood pool form for up to 1 minute. You are considered difficult terrain for other creatures, and you can keep creatures submerged for the duration. The submerged creature, at the start of each of their turns, must make a Strength saving throw, taking 2d8 necrotic damage on a failure, and escaping on a success.
- 18th level feature
A blood lord who utilizes their own blood to deal damage to others.
- Blood Bolts
You have learned how to utilize your blood to eradicate foes. Starting at 3rd level, as an action, you may spend 5 hit points to shoot your blood at a creature within 60 ft. Make a ranged spell attack. The creature takes 2d6 necrotic damage on a hit.
- 6th level feature
- Blood Nova
You have learned how to strike an area with your blood. Starting at 10th level, as an action, you may spend hit points and unleash an explosion of your blood in a 10 ft radius, centered on yourself. Each creature in the area must make a Dexterity saving throw against your spell save DC or take 2d8 necrotic damage for every 5 hit points spent.
- 18th level feature
A blood lord who utilizes blood to spread diseases.
- 3rd level feature
- 6th level feature
- Vulnerable Disease
You have learned how to infect an area far from you. Starting at 10th level, you may, as an action, spend 30 hit points and choose an area within 90 ft of you. Each creature within a 10 ft radius must make a Constitution saving throw and take 2d10 necrotic damage. On a failed save, the creature takes double damage until the start of your next turn. On a success, the creature takes half damage and nothing else.
- 18th level feature
A blood lord who specializes in powering through things.
Starting at 3rd level you gain 3 additional hit points, and 1 more for every level you gain in the Blood Lord class.
- Blood Scent
- Blood Armor
Starting at 10th level, whenever you take damage from an attack, you can use your reaction and spend 50 hit points to cause your blood to condense around you and form blood armor. You take half damage from the attack.
- Blood Infused Rage
By 18th level, you've finally unlocked the ability to enter a Blood based rage. Once your current hit points are at or below your maximum hit points, you can use your reaction to enter a Blood Infused Rage. While in this rage, you gain the following benefits:
- You regain 2d6 hit points at the start of each of your turns.
- Your attacks deal an additional 2d8 necrotic damage.
- You regain hit points equal to the amount of necrotic damage dealt to you.
- You gain resistance to force damage.
These benefits last for 1 minute, and you may do so again after finishing a long rest.
A blood lord who specializes in providing support.
- Blood Reserve
By 3rd level, you gain a set of reverse hit points in case you get low to pull resources from. The pool is equal to your Con modifier + your Blood Lord level + your Proficiency bonus
- Type O Negative
By 6th level, you've learn that by sharing your blood with others that they seem to gain resistances to damage, Siphon 10 hit points to give an ally resistance to 1 chosen damage type
- Blood Clot
By 10th level, you have learned how to channel some of your blood magic into healing. you can siphon up to 30 + your Blood Lord level hit points into an ally
- Blood Enchanter
By 18th level, you have learned how to infuse blood with your allies, you can now increase the damage of their next attack by 2d8 necrotic damage by siphoning 20 hit points and infusing their weapon with your blood
Blood Lord Spell List
You know all of the spells on the basic blood lord spell list. Damage focus, with some utility.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Prerequisites. To qualify for multi-classing into the blood lord class, you must meet these prerequisites: Wisdom 13.
Proficiency's. When you multi-class into the blood lord class, you gain the following proficiency's: simple weapons, Light Armour.