Blood Mage (Wizard Tradition)

Post/Author/DateTimePost
#1

daspian

Aug 12, 2015 0:39:16

So awhile ago i did a blood mage as a sorc origin and it came out nicely after some balancing and thus far with playtesting it's been going great... i decided to take a shot with the same theme as a Wizard tradition, without the sorcery point system which blended so nicely with the themes of bloodletting to regain power etc.

 

so... here it goes.

 

critique away

 

Blood Mage

 

review:

 

Blood Pact: i tried creating this as a interesting way of getting rid of the spellbook from certain renditions of the bloodmage from 3.5 being able to store spells in their blood/scars. basically it functions exactly like the spellbook except you don't need to pay for materials such as ink or quill or paper, and instead only need the material components for when actively performing the spell.

the cantrip provides a easy, balanced THP generation which fits with the essence of being a "beefy" blood caster.

 

Blood is Power: a way to expend HD as a risk vs. reward system, and 1/per LR gain some HD back, the scaling is done because the amount of sacrificing HD will require some way for you to recuperate them back otherwise having almost no meaning to rest.

 

Blood Infusion: going off Con instead of their straight primary stat, i thought this would be a way for them to beef up some dmg, as well as regain some HP and also provide a way for PC's to weigh whether rushing Int or Con first as their abil max would be better.

 

Sanguine Transformation: thought it'd have some nice RP flavor.

 

Blood Walk: has been fun from the Sorc version i made and is doing amazing in the campaign, pretty much the staple and one of the iconic abilities from old editions.