Order of the Maleficar (5e Subclass)

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Order of the Maleficar[edit]

Blood Hunter Subclass

(Warning: this subclass goes against some of the basic flavor fundamentals of the Blood Hunter class and is reliant on a Homebrew blood magic spell list which can be found here)

"Perhaps there’s some truth to the idea that the real danger of blood magic isn’t that it draws its power from sacrifice, or that it tempts the greedy and ambitious into using the suffering of others to fuel their spells. Perhaps the danger is simply that we do not understand it, and that lack of understanding invites disaster even when our intentions are pure." - Grand Archivist Calien

In truth, there is no better quote to describe the Order of the Maleficar: a faction formed with the best intentions in mind, but ultimately fell victim to the nature of blood magic. The order's first members originally belonged to the Order of the Ghostslayer, leaving the order as they disagreed with its general ideals. The first Maleficar believed that the Ghostslayers wasted the true potential of blood magic and that devoting all time and effort to the hunting of undead allowed many other monstrous beings to grow out of control and threaten the common folk. This order studied and advanced blood magic in its purest state for use in slaying all monsters and protecting the common folk from creatures of darkness. Unfortunately, the original members of the order lost themselves in the first part of their original goals. Hurting and using others to fuel spells became second nature for members of the order and the oldest members were rumored to have even resorted to Vampirism in pursuit of greater understanding of blood magic and power. The people they sought to protect quickly became victims, and the actions of this order stained the reputation of all blood hunters. This order was hunted to extinction by both the Order of the Ghostslayer and Stalwart knights, yet despite their best efforts, the teachings of this order live on in many modern texts about blood magic, and their discoveries can be found in the repertoire of many evil mages and practitioner's of forbidden magics.

Maleficar Spellcasting
Class Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the blood magic spell list. You learn an additional blood magic cantrip of your choice at 10th level.

Spell Slots

The Maleficar Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Puddle Jump and have a 1st-level and a 2nd-level spell slot available, you can cast Puddle Jump using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level blood magic spells of your choice. The Spells Known column of the Maleficar Spellcasting table shows when you learn more blood magic spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the blood magic spells you know with another spell of your choice from the blood magic spell list. The new spell must be of a level for which you have spell slots, and it must be a blood magic spell.

Spellcasting Ability

Intelligence is your spellcasting ability for your blood magic spells, since you learn your spells through study and memorization of historical text. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a blood magic spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Blood Sommelier
Through your study and understanding of the basics of blood magic, your senses have become more attuned to blood. Beginning at 3rd level

- You have advantage on intelligence (investigation) and wisdom (Perception) rolls used to examine and discover traces of blood.
- Additionally, if you spend one minute inspecting blood left behind by a creature, you can determine the creature's type.

Crimson Aura
Beginning at 3rd level, your control over blood magic allows you to pull blood to you and cause it to orbit your body in crimson strands.

- You gain access to a pool in which you can store blood for use in spells that require a freestanding pool of blood (excluding spells like puddle jump which require a pool of blood to be on a surface) or consume blood as a material component.
- When a creature is damaged within 10 feet of you (yourself included, however blood used in your crimson rites cannot be pulled to yourself), you can use a reaction to pull the blood to yourself and you gain 1 quart of blood to a maximum of 5 quarts.

Blood Magic Savant
Beginning at 7th level, you have learned to make the most out of a smaller amount of blood as well as ignore some of the negative effects that come with blood transfusion.

- You gain immunity to disease.
- Additionally, the maximum amount of blood a spell can consume is now 1 quart.

Crimson Atmosphere
Starting at 11th level, you have mastered the ability to hold blood in an aura around yourself and have learned how to alter the shape of your Crimson Aura.

- The maximum amount of blood you can store in your Crimson Aura increases to 10 quarts.
- Additionally, you can change the shape of your aura into a Red Mist rather than individual floating strands of blood (to activate this ability, you spend 1 quart of blood to a maximum of 5 quarts of blood stored in your Crimson Aura. For each quart of blood consumed, the radius of the sphere extends by 5 feet, with a minimum of 5 feet and a maximum of 25 feet).
Red Mist
- You create a sphere of blood red fog centered on yourself within range that follows you as you move. The Sphere spreads around corners, and its area is heavily obscured to everyone, but this area is considered lightly obscured to you. Additionally, creatures who end their turn inside the mist begin to suffocate except for you. The mist lingers for 10 minutes or can be dispersed by you early.

Blood curse of Boiling
At 15th level, your control over blood magic allows you limited control over blood that resides inside other creatures, allowing you to raise the temperature of their blood to boiling levels. You gain the Blood Curse of Boiling for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Boiling
Prerequisite: 15th level, Order of the Maleficar
As a bonus action, a creature within 30 feet of you takes 2d6 fire and 2d6 necrotic damage. A creature affected by this curse has disadvantage on saves against your blood magic spells until the end of your turn.
Amplify. The target of the curse must succeed on a constitution saving throw or be stunned until the curse ends or the target succeeds a constitution saving throw, and continues to take the damage again at the beginning of each of its turns. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.

Hunter's Drain
Starting at 18th level, you have mastered the ability to convert life force into power.

You gain the ability to use others as fuel for your magic. As an action, you touch a dead body that isn't undead and hasn't been dead for more than 5 minutes, draining it of blood completely, transmuting the corpse's essence into a spell slot equal to one quarter of the creature's CR to a maximum of 4th level. You can use this feature a number of times equal to your Intelligence modifier (minimum of one), and you regain all expended uses when you finish a long rest.

Blood Magic Spells
Cantrips. Blood Bind, Blood Rush, Blood Sense, Blood Transfer, Control Blood, Resistant Veins, Sanguine Blast.
1st-level. Blade of Blood, Blood Bolts, Blood Flame Blade, Blood Lust, Blood Transfusion, Bloody Shell, Briars of Sanguar, Crimson Enhancement, Hemo Detection.
2nd-level. Blade of Blood, Blood Bolts, Blood Flame Blade, Blood Lust, Blood Transfusion, Bloody Shell, Briars of Sanguar, Crimson Enhancement, Hemo Detection.
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