About this mod
A fairly faithful but compressed adaptation of Tal'Dorei's Blood Magic
- Requirements
- Permissions and credits
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Translations
- Spanish
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- English
- Changelogs
- Donations
This subclass mod was done as a commission for Shayedd who did a wonderful job converting the Blood Magic Subclass from Tal'Dorei Campaign Setting Reborn into the form that I implemented into this mod.
Blood Magic
Considered taboo by many societies and magic practitioners, the use of blood magic — also known as hemocraft — is a rare art that harnesses the latent powers of a creature’s vitality to fuel and amplify the caster’s own capabilities, while manipulating and weakening the bodies of enemies from the inside. Some of the more macabre mages seeking to empower their arcane pursuits turn to hemocraft as a means of bolstering their spells, giving their own life’s blood to reach new heights of frightening magical prowess.
The secrets of hemocraft and other forms of blood magic were once the sole purview of the mysterious Claret Orders. In recent years, however, these secrets have begun to spread beyond the order’s members and into the hands of less scrupulous mages. Blood magic has a bad reputation in Tal’Dorei, even though its powers can be used for much more than evil.
2nd Level
-Blood Channeling: When casting a wizard spell you may cast it without consuming a spell slot by taking 1d6 Necrotic Damage per spell level. This damage can’t be reduced by resistances
-Sanguine Burst: 2nd Level: Whenever you roll damage for a spell you’ve cast at 1st level or higher, you can choose to take Necrotic Damage equal to the spell’s level to reroll the damage dice with Advantage.Necrotic Damage taken this way cannot be reduced and you must use the new damage rolls.
5th Level
-Bond of Mutual Suffering: When a creature you can see hits you with an attack, you can use your reaction to bind your vitality to the attacker and force them to share your pain. The attacker takes damage equal to the damage you took. level 2 spell
8th Level
-Glyph of Hemorrhaging: When you damage a creature with a spell you can choose to Curse that creature for 10 rounds. While cursed in this way, whenever the creature is hit by an attack, it takes an extra 1d6 necrotic damage. At the end of the creature’s turn it can make a constitution saving throw against your spell save DC to end the curse. If the cursed enemy dies before the curse ends (either by save or 10 turns), the curse may be applied to another enemy. CD: Short Rest
10th Level
-Thicker than Water: 10th Level: Whenever you are healed, you regain an additional number of hit points equal to your proficiency bonus. In addition when you are concentrating on a spell, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
Implementation
-Blood Channeling: Toggleable passive, when it's On your spells don't cost spell slots but you'll take 1d6 Necrotic per spell Level, couldn't find a way to make it cancel the spell if that downs you so it is buffed by allowing you to use the last of you HP to get off a spell
-Sanguine Burst: This is the biggest change in my opinion. RaW is should be an Interrupt but there doesn't seem to be a way to make an Interrupt before damage that also shows the amount, so instead it is a toggleable passive that does 1 necrotic per spell level when you cast a damaging spell and gives you advantage on the damage. Effectively Savage Attacker for spells.
-Bond of Mutual Suffering: This works exactly as it says, when you're hit by an attack you get a reaction for a level 2 spell, that can be upcast for no additional effect, in order to inflict the same amount of damage that you take back to the attacker.
-Glyph of Hemorrhaging: This gives a reaction that uses a resource and does exactly what it says. Any attack against the effected creature also does 1d6 necrotic and the resource is refreshed on short rest or if you kill it while it's still effected.
-Thicker than Water: It's a passive that does what it says on the tin
Known Issues
-Bond of Mutual Suffering only reflects the first type of damage. So if you take 5 Bludgeoning and 2 Necrotic as part of the
attack it reflects 7 bludgeoning, if anyone has a fix I would love it.
Compatibility
Optional Patch gives full compatibility with unlock level curve. While there are no new features you will get more spells and any spell slot increases or base class features in that mod.
As long as you use Compatibility Framework this should have no conflicts
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If you enjoy this or any other mod I make I would appreciate any small donations to my KoFi you feel able to make so that I can keep creating things for this game we love. Any small requests just feel free to ask and for larger class requests I'm often available for commissions if you contact me via discord at Skyeborne