Blood Summoner (5e Class)

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Blood Summoner[edit]

Blood Summoners[edit]

Blood Summoners are arcane practitioners who tap into the primal power of blood to fuel their magic. Through ancient rites and forbidden knowledge, they have learned to manipulate life essence—both their own and that of others—to summon creatures from beyond and cast spells infused with raw vitality. Each drop of blood carries meaning, and every sacrifice empowers their dark craft.

Feared and often misunderstood, Blood Summoners walk a dangerous path between power and madness. Their magic is as beautiful as it is terrible, a dance of life and death woven through crimson threads.


Class Features[edit]

As a Blood Summoner you gain the following class features.

Hit Points

Hit Dice: 1d10 per Blood Summoner level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Blood Summoner levelafter 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Choose two from Arcana, Medicine, perception, Insight, Intimidation, or Deception
Skills: Constitution, wisdom

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a dagger or (b) a sickle
  • (a) a scholar’s pack or (b) an explorer’s pack
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Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th


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Ability Score Increase[edit]

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.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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