Bloodmage
Bloodmages are arcane spellcasters that use their own life force, rather than their memories, to cast spells.
Hit Dice | 1d8 |
Armor | Leather, no shields |
Weapons | One-handed weapons |
Languages | Alignment, Common |
Core Features
Level | HD | Atk | Save |
---|---|---|---|
1 | 1d8 | 0 | 13 |
2 | 2d8 | 0 | 13 |
3 | 3d8 | 0 | 13 |
4 | 4d8 | 0 | 13 |
5 | 5d8 | +2 | 13 |
6 | 6d8 | +2 | 11 |
7 | 7d8 | +2 | 11 |
8 | 9d8 | +2 | 11 |
9 | 9d8 | +5 | 11 |
10 | 9d8+1 | +5 | 11 |
11 | 9d8+2 | +5 | 8 |
12 | 9d8+3 | +5 | 8 |
13 | 9d8+4 | +7 | 8 |
14 | 9d8+5 | +7 | 8 |
Saving Throw Mods
- +2 to Save vs Spells (-2 overall)
Arcane Magic
- Can cast any known spell by shedding blood at a rate of 1 HP / spell level.
- Carries a spell book (or equivalent) with known spells in it.
- Starts with at least one spell in book.
- Can cast any spell in book.
- Can cast a number of spells per day equal to bloodmage level.
- Can conduct magical research.
- Gains a new spell every level, in addition to any found and added to spell book.
- Known arcane spells
Casting Spells
To cast a spell, make a skilled INT check reduced by the level of the spell being attempted.
- On a fumble, a blunder may occur, and the next attempt to cast a spell (before a long rest) gets -2.
- On a failure, the spell fizzles, and nothing else happens (it doesn’t count towards spells per day limit).
- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
- On a complete success, the spell is cast as desired.
- On a critical success, the spell is cast in a notable manner as determined by GM (ex: double duration, range, or targets), and the next attempt to cast a spell (before a long rest) gets +2.
Class Skills
- Arcane Lore: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
- Prestidigitation: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
- Ritual Casting: Some rituals require a skilled check.
- Advanced Skills: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
Healing
Can make animal sacrifices to heal self.
- Intelligent or magical creatures work best.
- Creature must be slain with dagger or other bladed weapon.
- Restores HP equal to creatures HD.
- Creatures that are innocent, powerful, or dear to the caster work better.
- GM may roll 1d6 for each fallen enemy, each 1 is still alive and may be sacrificed
Stronghold
- After 9th level, may construct a stronghold (usually, a tower).
- 1d6 apprentices of levels 1–3 will then arrive to study under them.
Adapted from Alternate Magic by Eric Diaz