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The Traveler's Guide to Aellorah

Bloodmarker

Pricking his finger with his dagger, the young Elf flicked his blood into the air, as it took on a black color, crackling with energy, and speeding toward his foe, passing straight through their armor and causing their skin to gray as the life drained from them, leaving them weak and sluggish.

The Human woman had looked no older than thirty years of age for the last two hundred, and showed no signs of progressing. She moved up behind the guard and reached her hand out toward him, corrupting the blood inside his veins, causing him to vomit violently and writhe in pain on the ground as she walked past him into the magistrate's chambers.

The old man knelt on the floor, feeling the pain from his aged joints as they popped underneath him, as he used a worn piece of chalk to draw an intricate diagram upon the ground. He lit the candles inside the circle, causing the strange reagents in the center to burst into flames, and then cut his wrist, letting his blood trickle down upon them. Chanting in Aurum, the man felt his skin begin to tighten and the pain in his joints subside. He hurried over to the nearby mirror, where he saw a face he had not seen in more than fifty years.

Bloodmarkers are practitioners of a dark art known as Ruxor (pronounced roo-shore), that use the blood of their enemies, and sometimes their own, to feed their dark magic. Ruxor means "blood magic" in the Aurum language, and is a forbidden magic due to its origins -- being the creation of the God of Corruption, Maven. Those who practice it wield magic capable of crippling their enemies with afflictions, or augmenting their allies. They can wield spells similar to a Wizard, but to learn new magics must either find another practitioner of their craft, or seek the assistance of the dark god Maven himself -- a choice many come to regret.

 

A Rare and Forbidden Ability

Bloodmarkers have obtained knowledge that is feared by all that have heard of it. Whether they sought power through dark means, or came into possession of the journal of a former Ruxor practitioner, it is an ability that is extremely rare. Ruxor is condemned by the Sorcerer's Cabal, and they have a group of sorcerers dedicated to investigating rumors of Ruxor usage and hunting down those that practice it -- known as Bloodsealers. It is different from other forms of magic on Aellorah because it does not draw in Flow from the atmosphere to fuel its magics, but rather it draws its power from the Flow within the wielder's body, which is extremely dangerous, and many who have attempted to make use of this magic end up killing themselves in the process by drawing too much Flow out of the body.

 

Creating a Bloodmarker

Quick Build

You can make a Bloodmarker quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Intelligence. Second, choose the Sage background. Third, choose the Bloodbolt and Spare the Dying cantrips.

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per level after 1st
armor proficiencies: Light Armor
weapon proficiencies: Simple Weapons
tools: None
saving throws: Constitution, Intelligence
skills: Choose two from Arcana, Deception, History, Investigation, Medicine, Nature, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts, or (b) any simple weapon

  • (a) a scholar's pack, or (b) an explorer's pack

  • Padded armor, any simple weapon, and two daggers

spellcasting:

Blood Magic

Your study of blood magic not only gives you the ability to manipulate blood, but to use blood as a catalyst to cast spells. A Bloodmarker begins only being able to cast cantrips, but quickly learns to use a small subset of arcane spells and a selection of blood spells determined by your Sanguine Art, as well as a collection of rituals. If an ability specifically modifies your blood spells, it does not include the arcane spells you learn as part of your Sanguine Art.

 

Cantrips

At 1st level, you know four cantrips of your choice from the bloodmarker spell list. You learn additional bloodmarker cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bloodmarker table.

 

Spell Slots

The Bloodmarker table shows how many spell slots you have to cast your bloodmarker spells of 1st level and higher. To cast one of these bloodmarker 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.

For example, if you know the 1st-level spell Bloodbind and have a 1st-level and a 2nd-level spell slot available, you can cast Bloodbind using either slot.

 

Spells Known of 1st Level and Higher

Starting at 1st level, you know two 1st-level spells of your choice from the bloodmarker spell list.

The Spells Known column of the Bloodmarker table shows when you learn more bloodmarker spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

 

Plasma Enhancement

Starting at 1st level, you gain a reserve of "Plasma" that you can use to enhance your spells. All blood spells with the exception of Cantrips have the ability to pay a certain Plasma cost to enhance the effects of, or add new effects to, the spell. These effects are potent and can make your spells truly deadly. The number of Plasma points you have available to you is shown on the Bloodmarker table, and is equivalent to your Bloodmarker level.

 

Spellcasting Ability

Constitution is your spellcasting ability for your bloodmarker spells, since the power of your magic relies on using your blood as a catalyst for your spells. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a bloodmarker spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

class features:

Bloodmark

At 1st level, you can infect the blood of a living target, weakening them. If the target has no blood, they cannot be marked. As a bonus action, you can infect a target within 30 ft. of you, lasting for 1 minute. The infection is cleared if your target dies, if you die, or if you are rendered unconscious or incapacitated. While the target's blood is marked, you gain the following benefits:

  • You and your allies have advantage on attack rolls against the target.
  • Choose an ability score. The target has -2 to saving throws of that ability score, or disadvantage if they are at or below half of their hit points.
  • When the marked creature dies, you can use your reaction to siphon the target's blood to restore a number of hit points equal to your Bloodmarker level + your Constitution modifier (minimum 1).

Once you use this ability, you cannot use it again until you finish a short or long rest.

 

Sanguine Art

At 2nd level, choose a Sanguine Art, which describes your specialization in the dark art of Ruxor.

Your choice grants you features when you choose it at 2nd level and again at 6th, 10th, and 14th level.

 

Blood Purity

By 3rd level, you have such control over your blood that you can purge contagions from it, making you immune to all disease and poison.

 

Blood Renewal

When you reach 3rd level, your connection to your blood magic strengthens, allowing you to gain a greater benefit from your body's natural healing process. Whenever you expend hit dice to regain hit points, you recover the maximum possible amount for each die.

 

Blood Catalyzation

At 5th level, you gain the ability to expend your Plasma points to recover spell slots. As a bonus action, you can convert your Plasma Reserve into spell slots of the corresponding level as described in the following conversion table:

 
Spell Slot Level Plasma Reserve Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
 

You cannot create spell slots of higher than 5th level using this ability.

subclass options:
LevelClass FeaturesPlasmaCantrips Known- SpellSlotsPerSpellLevel -
1st2nd3rd4th5th
1Blood Magic, Bloodmark142----
2Sanguine Art Feature243----
3Blood Purity, Blood Renewal343----
4ASI444----
5Blood Catalyzation5542---
6Sanguine Art Feature6542---
77543---
8ASI8543---
995432--
10Sanguine Art Feature105432--
11115433--
12ASI126433--
131364331-
14Sanguine Art Feature1464331-
151564332-
16ASI1664332-
1717643331
18???18643331
19ASI19643332
20???20643332

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packetpirate.

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