![]() In addition, you use your Constitution modifier when setting the saving throw DC for a blood mage spell you cast and when making an attack roll with one. You use your Constitution whenever a spell refers to your spellcasting ability. Spellcasting AbilityĬonstitution is your spellcasting ability for your blood mage spells, since your power relies on blood offerings to project your will into the world. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.Īdditionally, when you gain a level in this class, you can choose one of the blood mage spells you know and replace it with another spell from the blood mage spell list, which also must be of a level for which you have spell slots. Each of these spells must be of a level for which you have spell slots. ![]() The Spells Known column of the Blood Mage table shows when you learn more blood mage spells of your choice. You know two 1st level spells of your choice from the blood mage spell list. You regain all expended spell slots when you finish a long rest.įor example, if you know the 1st level spell burning hands and have a 1st level and a 2nd level spell slot available, you can cast burning hands using either slot. To cast one of these spells you must expend a slot of the spell's level or higher. The Blood Mage table shows how many spell slots you have to cast your Blood Mage spells of 1st level and higher. You learn additional cantrips from this list at higher levels, as shown in the Cantrips Known column of the Blood Mage table. CantripsĪt 1st level you know four cantrips of your choice from the blood mage spell list. See the PHB rules for spellcasting and the blood mage spell list at the end of this document to see what spells are available to you. You tap into the unifying weave of magic that animates the multiverse and channel it through your blood, imposing your will on the world around you. (a) a component pouch or (b) an arcane focus.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from Arcana, Deception, History, Intimidation, and Medicine.Saving Throws: Constitution, Intelligence.Weapons: Daggers, darts, slings, quarterstaffs, light crossbows.Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per blood mage level after 1st.Hit Points at 1st Level: 6 + your Constitution modifier.What was your first experience with death? How did you learn you had an aptitude for manipulating the Weave with your blood? Did you encounter a magical creature or an ancient tome that gave you your first glimpse at the dark potential of blood magic?Īs a blood mage, you gain the following class features. Creating a Blood MageĬreating a blood mage character demands a backstory dominated by a thirst for esoteric knowledge and forbidden secrets. Instead they see power as a tool to be used by those with the fortitude to do so. Forbidden RitesĪ wise mage once said, "Magic is the bloodstream of the universe." To a blood mage this is undeniable truth, and the connection is quickly drawn between the cosmic flow of energy and one's own life essence.īlood mages have no use for spellbooks and ancient lore, nor do they rely on an otherwordly patron or deity to gift them with supernatural powers. ![]() Blood mages carve their will into their own flesh, focusing their desires through offerings of blood. ![]() Sorcerers draw upon a wellspring of innate magic available to them because of their exotic heritage. Wizards study a wide variety of arcane spells and rituals in pursuit of greater knowledge and power.
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