Blood Mage

Blood MageClasses

Blood Mages are formidable arcane spellcasters who have harnessed the most primal and perilous source of power - their own life force. These sorcerers walk a treacherous path, utilizing the very essence of their blood to fuel devastating magics and wielding necromantic arts with unrivaled mastery.

Blood Mages are living reservoirs of raw magic, capable of unleashing spells of unparalleled potency. They willingly sacrifice their own vitality, shedding their lifeblood to fuel their spells, often displaying an eerie resilience and an uncanny ability to manipulate life and death. Their mastery of necromancy sets them apart from other spellcasters, allowing them to command the forces of undeath and control the very life forces of their foes.

HD : d8

Skills : 2 base

Proficiencies : Light armor and no shields.  Simple weapons and one martial weapon.

Spell Casting : Cha

Spell List : Wizard and any Necromancy.

Durable Casting : A Blood Mage has a knack for being able to concentrate on casting spells and maintaining them despite taking damage while doing so.  For the purpose of making a Concentration check to cast, concentrate on, or direct a spell when they might be distracted by damage, a Blood Mage subtracts their level from any hit point damage dealt to them by an attack that strikes them during the action.  A Blood Mage still takes all the damage dealt to them, but the damage is less likely to affect their ability to cast, concentrate on, or direct spells successfully.

Blood Component : can spend 1 hp to get +1 to caster level when casting a spell

Blood Magic : Starting at 1st level a Blood Mage can spend HP in place of Spell Points to cast spells.  It costs 2 more HP than SP.  (ie. 1st-3hp, 2nd-5hp, 3rd-7hp, and so on.) Greater Blood Magic at 12th level; cost becomes 1 more instead of 2. (ie. 1st-2hp, 2nd-4hp, 3rd-6hp, and so on.)

Lich Body : Gain Damage Reduction X/Bludgeoning and Magic.

Stanch : Starting at 3rd level a Blood Mage automatically becomes stable when their hit points drop below 0.

Mental Bastion : Gain bonus to Saving Throws against Disease, Paralysis, Poison, Sleep, or Stunning effects.

Animate Dead : Gain spell-like ability to cast Animate Dead once per day.

Blood Metamagic : Starting at 8th level a Blood Mage can apply Metamagic feats using their blood as fuel.  When casting a spell using Spell Points a Blood Mage can choose to infuse a Metamagic feat, that they know, using their blood as fuel.  The HP cost is equal to the cost of a spell the same level as what the Metamagic feat would add to the spell's level. Example; Quicken Spell adds 4 levels so the cost would be equal to a 4th level spell.

Blood Draught : Gain ability to store Potions created by self in blood. Store 1/2 Class level Potions.

Homunculus : The Blood Mage creates a special Homunculus that gains all the powers of a Familiar. In addition by touching their Homunculus a Blood Mage can drain life from the creature, healing themselves. A Blood Mage can take as much HP as they want from their Homunculus but suffer normal repercussions if their "Familiar" dies.

Light Fortification : Gain 25% chance to avoid Critical hits and Sneak Attacks.

Create Undead : Gain spell-like ability to cast Create Undead once per day.

Lich Transformation : At 20th level the Blood Mage becomes an Undead; their HD become d12s and they gain Max HP.