Post by meribson on Nov 12, 2017 5:40:15 GMT
"Dark Tidings" is a tentative title I have for a Diablo-inspired fantasy setting. Drawing more from I and II, though I love III, the PCs are fighting a desperate battle against the untold legions of demons. The most significant danger isn't the physical threat; it is the subtle, insidious corruption that radiates out from anything demonic. To help facilitate the dark atmosphere of the setting I am designing races and classes for the campaign setting. Apparently, I'm a bit of a glutton for punishment.
The first of the classes is the Blood Mage, a practitioner of magic that uses his blood to enhance his power. Utilizing the warlock class as a base, here is level 1. At the moment I am primarily looking for feedback on the Sangromancy ability.
Hit Points
Hit Dice: 1d8 per Blood Mage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Blood Mage level past 1st
Proficiencies
Armor: Light armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Athletics, History, Intimidation, Medicine, and Religion.
Equipment
You start with the following equipment:
• (a) a light crossbow and a quiver of 20 bolts or (b) any simple weapon
• (a) a component pouch or (b) a ritual knife
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• Two daggers
Spellcasting
I’ll provide a more detailed write up when I can, but basically, the rules follow warlock spellcasting.
Sangromancy
You have learned the dark secret of using blood to fuel your magic to greater heights. As part of casting a spell, you may take hit point damage equal to the spell slot + your proficiency bonus. If you do, you may choose from the following benefits depending on the damage you took. This ability ignores temporary hit points.
• 1 HP—increase the attack or damage roll dealt by (Spell Slot); this can be chosen multiple times, the effects stack.
• 2 HP—increase the spell save DC by (Spell Slot)
Blood Drain
One of the first tricks you learned was to draw life from the blood of the dying. Whenever you kill an enemy, you gain 5 temporary hit points.
In a few days, I'll have a more thematic write up for Spellcasting and introduce the next few levels.
*EDIT: I forgot the spell list*
0- blade ward, eldritch blast, fire bolt, friends, mage hand, prestidigitation, ray of frost, shocking grasp, true strike
1- alarm, armor of agathys, charm person, chromatic orb, command, comprehend languages, detect magic, hellish rebuke, hex, mage armor, tasha's hideous laughter, witch bolt
The first of the classes is the Blood Mage, a practitioner of magic that uses his blood to enhance his power. Utilizing the warlock class as a base, here is level 1. At the moment I am primarily looking for feedback on the Sangromancy ability.
Hit Points
Hit Dice: 1d8 per Blood Mage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Blood Mage level past 1st
Proficiencies
Armor: Light armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Athletics, History, Intimidation, Medicine, and Religion.
Equipment
You start with the following equipment:
• (a) a light crossbow and a quiver of 20 bolts or (b) any simple weapon
• (a) a component pouch or (b) a ritual knife
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• Two daggers
Spellcasting
I’ll provide a more detailed write up when I can, but basically, the rules follow warlock spellcasting.
Sangromancy
You have learned the dark secret of using blood to fuel your magic to greater heights. As part of casting a spell, you may take hit point damage equal to the spell slot + your proficiency bonus. If you do, you may choose from the following benefits depending on the damage you took. This ability ignores temporary hit points.
• 1 HP—increase the attack or damage roll dealt by (Spell Slot); this can be chosen multiple times, the effects stack.
• 2 HP—increase the spell save DC by (Spell Slot)
Blood Drain
One of the first tricks you learned was to draw life from the blood of the dying. Whenever you kill an enemy, you gain 5 temporary hit points.
In a few days, I'll have a more thematic write up for Spellcasting and introduce the next few levels.
*EDIT: I forgot the spell list*
0- blade ward, eldritch blast, fire bolt, friends, mage hand, prestidigitation, ray of frost, shocking grasp, true strike
1- alarm, armor of agathys, charm person, chromatic orb, command, comprehend languages, detect magic, hellish rebuke, hex, mage armor, tasha's hideous laughter, witch bolt