Blood Mage (3.5e Prestige Class)

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Author: ThunderGod Cid (talk)
Date Created: July 3, 2012
Status: Complete
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Blood Mage[edit]

Yeah, I'm a bleeder. You talk about it like it's a bad thing.

Blood is the source of almost all life. Some beings have learned to draw on its power for themselves. By using their blood—and by extension, their life force—as fuel for their magic, they are capable of going beyond the normal abilities of spellcasters.

Becoming a Blood Mage[edit]

Being a blood mage requires a life of obsession, an unceasing eagerness for all things sanguine in order to achieve and maintain mastery over the substance. Without the ability to be so meticulous, a prospective blood mage would likely accidentally commit suicide attempting some of the body chemistry-altering tricks his trade allows him to perform.

Entry Requirements
Skills: Heal 6 ranks, Spellcraft 6 ranks.
Spellcasting: Able to cast 2nd-level arcane spells.

Table: The Blood Mage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Blood Magic +1 level of existing spellcasting class
2nd +1 +0 +0 +3 The Lazarus Pits, Universal Donor +1 level of existing spellcasting class
3rd +1 +1 +1 +3 River of Blood +1 level of existing spellcasting class
4th +2 +1 +1 +4 Bloodseeking Spell, Transfusion +1 level of existing spellcasting class
5th +2 +1 +1 +4 Exit Wounds +1 level of existing spellcasting class

Class Skills (4 + Int modifier per level.
Appraise (Int), Bluff (Cha), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Knowledge (Int), Listen (Wis) Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha),

Class Features[edit]

All of the following are class features of the blood mage.

Weapon & Armor Proficiencies: A blood mage gains no additional weapon and armor proficiencies.

Spellcasting: At every level, a blood mage gains new spells per day and an increase in caster level (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level.

Blood Magic: A blood mage may automatically gains knowledge of all spells from the Blood domain (even if doing so would exceed a normal limit of spells known) and can cast them spontaneously as arcane spells so long as he spends a spell slot of the appropriate level.

In addition, should the blood mage choose, he may increase the power of any arcane spell he casts by incurring 2 points of Constitution burn. Doing so allows him to add a number of spell levels worth of metamagic equal to 2 or his class level, whichever is higher. The metamagic adjustment to spell level is always treated as if it were from the base feat - any reduction in effective level modifier (such as Arcane Thesis) doesn't count. The blood mage must also still have access to these Metamagic feats in order to add their effects to his spells in this manner. If this Constitution burn is reduced or eliminated in any way, this metamagic effects are not added.

Universal Donor: A 2nd level blood mage gains Brew Potion as a bonus feat. He also has the ability to access these potions by storing them inside his own bloodstream, which allows him to imbibe a potion that is stored in this fashion as a swift action. In addition, he may confer the effects of a brewed potion to an adjacent ally when he uses the aid another action. The blood mage may store a number of potions in this manner equal to his class level.

The Lazarus Pits (Ex): Whenever a 2nd level blood mage bathes in at least 270 liters of blood for at least 4 uninterrupted hours, he gains the equivalent of 8 hours of natural rest and healing. In addition, he gains immunity to disease and poison and ceases to age for one week after such a bath.

River of Blood (Su): At 3rd level, the blood mage gains the ability to directly enter the endless river that is the blood of mortals, using it as a means of swift travel. By moving into the space of a living creature of his size or larger, which provokes an attack of opportunity normally, the blood mage may take a standard action to enter that creature and move through the blood of the living to exit from another applicable creature within Long Range (400 feet + 40 feet/level), appearing adjacent to them. The creature being entered and exited can be the same creature if the blood mage wishes, but he cannot designate himself as either the entry or exit point. No harm is dealt to the blood mage or any creature involved as a direct result of this movement. This ability is useable at will.

Bloodseeking Spell (Sp): When a 4th level blood mage uses blood magic, he may choose to have the target of his spell take the same amount of Constitution burn that he has currently incurred. This does not reduce his own Constitution burn in any way.

Transfusion: A blood mage of 4th level can drain blood from a helpless or willing victim, which causes him to often be mistaken for (or perhaps correctly identified as) a vampire. Doing so requires a full-round action and deals 2 points of Constitution burn to the target. For each two points of Constitution burn dealt to a sentient creature, the blood mage heals 1 point of his own Constitution burn that he has suffered and heals 5 hit points, both up to a maximum of his normal totals.

Exit Wounds (Su): Many travels through blood have allowed the blood mage to learn how to use magic to detonate the passageways (aka the creatures through which he travels). Once he reaches 5th level, a blood mage can spend a spell slot when traveling through the river of blood and deal an amount of damage to the creature through which he exits equal to the level of the spent spell slot multiplied by his caster level.

Campaign Information[edit]

Playing a Blood Mage[edit]

Combat: Blood mages are at their most effective against living opponents, when their blood-related spells allow them to make short work of foes. That said, their ability to use their own blood to power spells allows them to hold their own in more conventional forms of combat, merely giving them an added edge to otherwise normal spellcasting.

Advancement: Blood mages tend to be wizards or sorcerers; the prestige class is helpfully short enough and easy to enter that they may even be able to enter another should they choose, or at the very least continue progressing in their base class uninterrupted.

Resources: The primary resource the blood mage depends on - the River of blood itself - is virtually endless. Any living, blood-bearing creature is potentially the blood mage's instrument. Or their victim.

Blood Mages in the World[edit]

Remember: down the road, not across the street.

It takes a not-very-nice person to tap into a force as necessary to life as blood. Blood mages generally aren't looking to save lives; clerics do that. Instead, they use blood for power, sapping their own life force in order to use magic more effectively. The blood mage's path is painful and unpleasant (unless you dig that sort of thing).

NPC Reactions: Mages tend to have redeemable qualities, sure, but there's something about being able to give someone a heart attack by looking at them that can make you be disliked. Even though the end result may not actually be any worse than dying by magical fire.

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ThunderGod Cid's Homebrew (372 Articles)
ThunderGod Cidv
Article BalanceVery High +
AuthorThunderGod Cid +
Base Attack Bonus ProgressionGood +
Class AbilityArcane Spellcasting + and Prepared Spellcasting +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length5 +
Minimum Level4 +
Rated ByZhenra-Khal +
RatingRating Pending +
Reflex Save ProgressionPoor +
SkillAppraise +, Bluff +, Concentration +, Control Shape +, Craft +, Decipher Script +, Diplomacy +, Forgery +, Knowledge +, Listen +, Search +, Sense Motive +, Speak Language +, Spellcraft +, Spot + and Use Magic Device +
Skill Points4 +
SummaryA mage highly attuned to blood, just as advertised. +
TitleBlood Mage +
Will Save ProgressionGood +