Blood Mage

Level Special Mana
1st Blood Component, Durable Casting, Stanch +1 level of Arcane Class
2nd Scarification, Death Knell, Blood Draught +1 level of Arcane Class
3rd Homunculus, Blood Seeking Spell
+1 level of Arcane Class
4th Thicker than Water, Awaken Blood +1 level of Arcane Class
5th Infusion, Bloodwalk +1 level of Arcane Class

Blood mages are deceased spellcasters who gain an understanding of blood’s importance when returned to life. The most common blood mages are vampires, and others who have a special link to blood.

REQUIREMENTS

Alingment: Any but Lawful Good

5th Level Arcane Caster

Skill Proficiencies: Arcana

Feats: Tough

Constiution Saving Throw Proficiency

Special: The character must have been killed, then returned to life.

CLASS FEATURES

Hit Dice: D8

Mana Increase: as per class arcane level increase.

Blood Component: At 1st level a blood mage can substitute a drop of his own blood for a spell’s material components, if any, and in so doing increase the spell’s power. The pinprick or minor knife cut to draw the requisite blood is a free action (just like using material components) that becomes a normal part of casting the spell. Using this ability deals 1 point of damage to the blood magus but raises the spells  DC by 1. Damage reduction, if the character has any, doesn’t apply to this damage. If a spell has a costly material component (greater than 1 gp), the component must still be provided unless you have a large quantity of blood (1ml of blood is equal to 1gp for the purposes of material components).  If a spell has no material component, a blood magus can still use this ability to enhance a spell if he desires. And can use more blood and damage to himself to raise the spell DC further.

Durable Casting: At 1st level a blood mage has a knack for being able to concentrate on casting spells and maintaining them despite taking damage while doing so. A blood mage has advantage on saving throws for concentration checks. A blood mage can ignore damage dealt to him from a source equal to his constitution score and thus not require a concentration check if the damage dealt is lower than his constitution score.

Stanch: At 1st level a blood mages automatically becomes stable at the start of his turn when his hit points drop below 0. He still dies if he reaches 3 failed saving throws before the start of his turn.

Scarification: Beginning at 2nd level, a blood magus can inscribe spells on his own skin for later use. This process involves deeply scratching the skin (which deals no damage but often leaves scars). The scratches remain fresh until the inscribed spell is cast, at which time the wound heals normally. Effectively, a blood magus scribes scrolls onto his skin as scars. All rules, XP costs, and expenses that apply to scroll creation also apply to this ability. Likewise, “reading” a scar follows the same rules as reading a scroll, but only a blood magus can decipher his own scars. One’s own skin leaves a limited amount of room to easily inscribe and “read” magical scars. Thus, a blood magus can have only six of these scars at any one time.

Death Knell: Beginning at 2nd level, a blood magus has the ability to absorb the blood power of creatures he has killed. Upon landing a killing blow on a creature with blood, the blood mage gains 1D8 Temporary Hit Points, a temporary +2 strength bonus, and the DC of his spells increase by 1.

Blood Draught: Beginning at 2nd level, a blood magus learns how to store spells of up to 3rd level in his own blood creating a blood draught. The maximum number of different blood spells he can store at one time is equal to his blood magus level + his Con score, but if he is ever slain, they are all immediately ruined—even if he is subsequently returned to life. Blood draughts are never accidentally lost through major blood loss or by a blood-draining attack. To consume a draught, a blood magus pricks his skin, automatically bringing forth the desired effect. Another individual can partake of a blood draught (if he or she has a strong stomach) by drinking 1 ounce of the blood magus’s blood as a full-round action. The blood magus must have an open wound to share the effects of a blood draught with another creature; if he lacks one, the creature can inflict a wound that deals 1 point of damage to the blood magus as part of the action to consume the draught. A blood magus cannot store his blood in a container to share at a later time. The blood draught must be drawn fresh from his body, or it loses potency within 1 round.

Homunculus: Beginning at 3rd level, a blood mage can use his blood to give life to a new companion creature—a homunculus. A blood mage must permanently sacrifice 1 hit point as part of the creation process. The process requires 1 hour. A blood mage enjoys a stronger than normal link with his homunculus. By touching the homunculus, a blood mage can transfer his wounds to the creature (up to 1 hp per level with each touch). Each time a blood magus gains a class level, his homunculus advances 1 Hit Die. If his homunculus is destroyed, a blood magus takes 2d10 points of damage. A blood magus’s death results in the death of his homunculus. A blood magus can have only one homunculus at any given time.

Bloodseeking Spell: Beginning at 3rd level, a blood mage can imbue his spells with the ability to draw blood from their targets. A bloodseeking spell deals an extra 1d8 points of damage to each target that takes damage from the spell. This extra damage applies only to spells that deal hit point damage. Constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar substance within their bodies are immune to this effect.

Thicker Than Water: At 4th level and higher, a blood magus’s vital fluids are partially under his control. When a blood magus is injured, his blood withdraws from the wound, avoiding some damage that he would otherwise take. This ability gives the blood magus damage reduction 1/bludgeoning.

Awaken Blood: At 4th level and higher, a blood magus can bestow momentary consciousness on an opponent’s blood. If he hits a foe with a melee attack, the opponent’s blood tries to get free of its confinement—all at once. The pressure disrupts the victim’s tissues, dealing 10d10 points of damage. This ability is usable only once per day, but a blood magus can try to use it again later in the day if his previous attempt failed. The effect is instantaneous. Constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar substance within their bodies are immune to this effect.

Infusion: Upon reaching 5th level, a blood magus prepares a special one-time distillation of his own blood. After partaking of the infusion, he gains a 2 point increase to his Constitution score and allows him to breach the mortal barrier of 20 up to a maximum of 30. This distillation takes 1 week at a chilled temperature to become potent and requires 8 hours upon drinking to take effect, the blood mage can try this as many times as necessary to make it work.

Bloodwalk: Upon reaching 5th level, a blood magus becomes perfectly attuned to the song of blood. He gains the supernatural ability to transport himself great distances via the blood of living creatures. Once per day as a standard action that does not provoke attacks of opportunity, he can seamlessly enter any living creature (except an elemental, ooze, plant, undead, or other creature without blood or a similar fluid) whose size equals or exceeds his own and pass any distance to another living creature on the same plane in a single round, regardless of the distance separating the two. A blood magus merely designates a direction and distance (“a living creature twenty miles due west of here”), and the bloodwalk ability transports him to a destination creature as close as possible to the desired location. He can’t specify a named individual as the endpoint unless he has previously obtained a sample of that creature’s blood and has it preserved in a vial that he carries. The entry and destination creatures need not be familiar to the blood magus. A blood magus cannot use himself as an entry creature. If an intended entry creature is unwilling, he must make a successful melee touch attack to enter. (A missed touch attack does not use up the ability for that day.) When exiting a creature, a blood magus chooses an adjacent square in which to appear. Entering and exiting a creature is painless unless a blood magus wishes otherwise (see below). In most cases, though, the destination creature finds being the endpoint of a magical portal surprising and quite unsettling. If he desires, a blood magus can attempt to make a bloody exit from the destination creature. He bursts forth explosively from the creature’s body, dealing 10d6 points of damage unless the creature makes a Constitution save (DC 8 +proficiency + Con modifier). When he makes a bloody exit, a blood magus must succeed on a DC 15 Constitution save or be stunned for 1 round from the shock of his expulsion.

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