Trefferpunkte
Übungen
Blood Mage
| Stufe | Übungsbonus | Eigenschaften | Spells Known |
|---|---|---|---|
| 1 | + 2 | Spellcasting Dark Art | 2 |
| 2 | + 2 | Spellcasting Dark Art | 3 |
| 3 | + 2 | Spellcasting Dark Art | 4 |
| 4 | + 2 | Spellcasting Dark Art | 5 |
| 5 | + 3 | Spellcasting Dark Art | 6 |
| 6 | + 3 | Spellcasting Dark Art | 7 |
| 7 | + 3 | Spellcasting Dark Art | 8 |
| 8 | + 3 | Spellcasting Dark Art | 9 |
| 9 | + 4 | Spellcasting Dark Art | 10 |
| 10 | + 4 | Spellcasting Dark Art | 11 |
| 11 | + 4 | Spellcasting Dark Art | 12 |
| 12 | + 4 | Spellcasting Dark Art | 12 |
| 13 | + 5 | Spellcasting Dark Art | 13 |
| 14 | + 5 | Spellcasting Dark Art | 13 |
| 15 | + 5 | Spellcasting Dark Art | 14 |
| 16 | + 5 | Spellcasting Dark Art | 14 |
| 17 | + 6 | Spellcasting Dark Art | 15 |
| 18 | + 6 | Spellcasting Dark Art | 15 |
| 19 | + 6 | Spellcasting Dark Art | 15 |
| 20 | + 6 | Spellcasting Dark Art | 16 |
Spell Slots per Spell Level
| Stufe | Übungsbonus | Eigenschaften | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Spellcasting Dark Art | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Spellcasting Dark Art | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Spellcasting Dark Art | 4 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Spellcasting Dark Art | 5 | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Spellcasting Dark Art | 5 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | + 3 | Spellcasting Dark Art | 5 | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | + 3 | Spellcasting Dark Art | 5 | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | + 3 | Spellcasting Dark Art | 5 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | + 4 | Spellcasting Dark Art | 5 | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | + 4 | Spellcasting Dark Art | 6 | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | + 4 | Spellcasting Dark Art | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | + 4 | Spellcasting Dark Art | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | + 5 | Spellcasting Dark Art | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | + 5 | Spellcasting Dark Art | 6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 0 | 0 |
| 15 | + 5 | Spellcasting Dark Art | 6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 0 | 0 |
| 16 | + 5 | Spellcasting Dark Art | 6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 0 |
| 17 | + 6 | Spellcasting Dark Art | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 0 |
| 18 | + 6 | Spellcasting Dark Art | 6 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 19 | + 6 | Spellcasting Dark Art | 6 | 4 | 3 | 3 | 3 | 3 | 3 | 1 | 1 | 1 |
| 20 | + 6 | Spellcasting Dark Art | 6 | 4 | 3 | 3 | 3 | 3 | 3 | 2 | 1 | 1 |
Klassenzauber
Klasseneigenschaften
Stufe 1
Stufe 12
Stufe 14
Stufe 15
Stufe 16
Stufe 18
Stufe 19
Stufe 2
Stufe 20
Stufe 3
Stufe 4
Stufe 6
Stufe 8
Stufe 9
Fortschritt bekannter Zauber
| Stufe | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Bekannte Zauber | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 12 | 13 | 13 | 13 | 14 | 14 | 15 | 15 | 15 |
Zauberwirker-Fortschritt
Trickzauber-Fortschritt
| Stufe | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Bekannte Trickzauber | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 6 | 6 |
Startausrüstung
Klasseneigenschaften
Spellcasting (Level 1)
You know two 1st level spells of your choice from the blood mage spell list.The Spells Known column of the Blood Mage table shows when you learn more blood mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the blood mage spells you know and replace it with another spell from the blood mage spell list, which also must be of a level for which you have spell slots.See chapter 10 for the general rules of spellcasting and the end of this document for the bloodmage spell list.
Spell Slots
The Blood Mage table shows how many spell slots you have to cast your bloodmage spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the bloodmage spell list.
The Spells Known column of the Blood Mage table shows when you learn more Blood Mage spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the BloodMage table.
Additionally, when you gain a level in this class, you can choose one of the bloodmage spells you know from this feature and replace it with another spell from the bloodmage spell list. The new spell must also be of a level for which you have spell slots on the BloodMage table.
Spellcasting Ability
Constitution is your spellcasting ability for your bloodmage spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an bloodmage spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an bloodmage spell you cast and when making an attack roll with one.
Spell
Spell
Spellcasting Focus
You can use an arcane focus as a spellcasting for your bloodmage spells. See chapter 5, "Equipment" in the Player's Handbook for various arcane focus options.
Dark Art (Level 1)
Choose a dark art, which describes the path you've chosen to walk in your pursuit of power: Necromancer or Witch Doctor, detailed at the end of the class description, or one from another source.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Sacrificial Magic (Level 2)
At second level you learn to channel forbidden power by sacrificing some of your vital essence as part of your spellcasting. Whenever you cast a spell of 1st level or higher, you can gain a bonus to one damage roll of the spell equal to 1 + the spell's level by reducing both your maximum and current hit points by the same amount. This reduction to your hit point maximum lasts until you finish a long rest.
Flexible Casting
You can use your hit dice to gain additional spell slots, or sacrifice spell slots to regain spent hit dice. You learn other ways to use your hit dice as you reach higher levels. Your dedication to this unholy practice also allows you to recover all expended hit dice after you finish a long rest.
Creating Spell Slots
You can use your hit dice to gain additional spell slots, or sacrifice spell slots to regain spent hit dice. You learn other ways to use your hit dice as you reach higher levels. Your dedication to this unholy practice also allows you to recover all expended hit dice after you finish a long rest.
Converting a Spell Slot to Hit Dice
As a bonus action on your turn, you can expend one spell slot and regain a number of expended hit dice up to the slot's level.
Malediction (Level 3)
At 3rd level, you gain the ability to twist your spells to suit your needs at the cost of your own health. You learn one malediction of your choice from the following list. At 6th, 9th, 12th, 15th, and 18th levels you learn one additional malediction of your choice, and you can choose one of the maledictions you know and replace it with another malediction.
When you invoke a malediction you expend one of your hit dice. While invoking a malediction, but before it affects the target, you may choose to amplify its effect by suffering damage equal to a roll of the spent hit die. An amplified malediction gains an additional effect, noted in its description. Creatures that do not have blood in their bodies are immune to Maledictions (DM's discretion).
You can use this feature once. You regain expended uses when you finish a short or long rest. Beginning at 5th level, you can use your Maledictions feature twice between rests, at 10th level you can use it three times between rests, and at 17th level, you can use it four times between rests.
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Dark Art Feature (Level 6)
At 6th level, you gain a feature granted by your Dark Art.
Additional Malediction (Level 6)
At 6th level, you learn an additional Malediction of your choice.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Additional Malediction (Level 9)
At 9th level, you learn an additional Malediction of your choice.
Additional Malediction (Level 12)
At 12th level, you learn an additional Malediction of your choice.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Dark Art Feature (Level 14)
At 14th level, you gain a feature granted by your Entropic Focus.
Additional Malediction (Level 15)
At 15th level, you learn an additional Malediction of your choice.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Additional Malediction (Level 18)
At 18th level, you learn an additional Malediction of your choice.
Dark Art Feature (Level 18)
At 18th level, you gain a feature granted by your Entropic Focus.
Ability Score Improvement (Level 19)
When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Profane Recovery (Level 20)
AAt 20th level, you regain 4 hit dice whenever you finish a short rest.
Multiklassen
Multiklassen-Voraussetzungen
{"con":13}
Unterklassen
Unterklassen-Eigenschaften
Necromancer
Necromancer (Level 1)
You are touched by death, and have an affinity for manipulating the energy that animates creatures of flesh and bone. Perhaps you died once, briefly, and were brought back from the darkness just in time. Or maybe you survived being exposed to powerful necromantic magic and were transformed by that experience.
Channeling this dark power affects your appearance, leaving visible signs that the magics you wield are unholy in nature. Perhaps you look deathly ill at all times, or your veins are unusually dark and vivid against your tight skin.
Soul Reaper (Level 1)
At 1st level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.
Minion Master (Level 6)
At 6th Level, you master the ability to reanimate the corpses of fallen enemies. When you slay a creature of flesh and blood, you can use an action to magically reshape parts of its corpse to create a nightmarish minion, which uses the **ghoul** statistics from the *Monster Manual*. Roll initiative for the minion, which has its own turns. It obeys your verbal commands, and it gains a bonus to its attack rolls equal to your Constitution modifier (minimum of +0).
The minion remains in your service until the end of your next long rest, at which point it disintegrates. Once you raise a minion with this feature, you can't use it again until you finish a long rest.
Additionally, when you create an undead using a necromancy spell, it has the following
- The creature's hit point maximum is increased by an amount equal to your blood mage level.
- The creature adds your proficiency bonus to its weapon damage rolls.
Death Magic Savant (Level 14)
Starting at 14th level, you can bring undead under your control, even those created by others. As an action, you can expend a hit die and choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your blood mage spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Keeper Of Souls (Level 18)
Starting at 18th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.
Rune Carver
Rune Carver (Level 1)
You discovered how to enhance the power of your blood magic using the supernatural magic of runes. The ancient practice of rune magic originated with giants. Skiltgravr ("rune cutters") can be found among any type of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a traveling sage, or met the giant in person, you studied and adapted the giant's craft. In time, you learned how to carve runes into your body and invoke their magic, ultimately becoming a Runecarver.
Runecarvers Proficiency (Level 1)
At first level, you gain proficiency with calligrapher's supplies, and you learn to speak, read, and write Giant.
Rune Magic (Level 1)
You learn how to use runes to enhance your magical abilities. When you gain this feature at 1st level, you learn two runes of your choice which you carve into your flesh, leaving visible scars (see "Rune Options").
Because of their magical nature, your runes persist on your flesh until you replace them with new ones, even when you are healed with powerful magics.
If a rune is marked on a creature, select either the weapon effect (affecting its natural weapons or unarmed strikes) or armor effect (affecting its natural armor).
Each time you gain a level in this class, you can replace one rune you know with a different one, causing the previous rune to magically disappear from your flesh as the new one is carved into it.
Runic Effects
Each rune grants a passive ability based on what it is marked on that enhances the ability of what it is marked on, and has an active ability that can be activated by you as an action or in place of an attack as part of the Attack action while it is marked. A rune can only be activated in this way once per turn.
If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
Haug (Hill Rune)
An imposing rune that speaks to raw power. This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can't do so again until you finish a short or long rest.
Ild (Fire Rune)
A swirling rune that represents fire and burning. This rune's magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. It has the following effects:
While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest.
Ise (Frost Rune)
This rune's magic evokes a frost giant's stoic calm. It has the following effects:
While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can't do so again until you finish a short or long rest.
Skye (Cloud Rune)
A swirling rune that emulates the deceptiveness of a cloud giant. It has the following effects:
While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack's range. Once you invoke the rune, you can't do so again until you finish a short or long rest.
Stein (Stone Rune)
A blocky rune that channels the insightfulness of a stone giant.It has the following effects:
While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can't do so again until you finish a short or long rest.
Uvar (Storm Rune)
A lightning bolt rune that allows you to glimpse the future like a storm giant.
While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you have a bonus to your initiative equal to your Intelligence modifier (minimum +1).
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can't do so again until you finish a short or long rest.
Disciplined Flesh (Level 1)
Your body has become accustomed to the offering of blood in exchange for power. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, your skin is thick and calloused, toughened from hours of painful rituals. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Defensive Runes (Level 6)
At 6th level you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature's AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2).
In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of three)
Resilient Flesh (Level 14)
The magic of your runes further bolsters your physical defenses. At 14th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
In addition, you learn one new rune of your choice from your Rune Magic feature(for a total of four).
Rune Mastery (Level 18)
You can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five).
Witch Doctor
Witch Doctor (Level 1)
For ages beyond measure, primitive cultures have both honored and feared the strange, seemingly miraculous powers of witch doctors. Mixing their blood with toxins and potent venoms from native beasts and plants, these enigmatic sages and gifted healers were once the ultimate authority on all things supernatural.
Now a forgotten relic of the past, a witch doctor is a rare sight in settled lands. Still, occasionally a great catastrophe or natural disaster might drive a savage people out of their homeland, bringing their mysterious brand of tribal magic into conflict with more civilized folk.
Venomous Proficiency (Level 6)
At 6th level, your command of venoms and toxic plants has become masterful, and you can translate that benefit to others through your blood magic, either to harm or to heal. When you cast a spell that deals acid or poison damage, you gain a bonus to one roll of the spell equal to your Constitution modifier (minimum of +1).
In addition, you can cast **lesser restoration** without expending a spell slot. You can do so a number of times per day equal to your Constitution modifier (minimum of once).
Toxic Savant (Level 14)
By 14th level, you have been exposed to so many toxins and unlocked their secrets that they pose little risk to you, and you can easily identify and cure certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the *poisoned* condition.
In addition, you can cast **greater restoration** once without expending a spell slot and without providing the material component. You regain the ability to do so when you finish a long rest.
Blood Thrall (Level 18)
Beginning at 18th level, you can use the potent magic in your blood to infect a humanoid's mind and bind it to your will. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until **remove curse** spell is cast on it, the charmed condition is removed from it, or you use this feature again.
You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.