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BLOODBORN



Level Proficiency Features Spell Points Max Spell Level Spell Level Point Cost 1st +2 Spell casting, Blood Well 3 1st 1st 2 2nd +2 4 1st 2nd 3 3rd +2 Archetype Ability 9 1st 3rd 5 4th +2 Ability Score Improvement 11 2nd 4th 6 5th +3 Extra Attack 18 2nd 5th 7 6th +3 21 2nd 6th 9 7th +3 Bloody Visage 25 3rd 7th 10 8th +3 Ability Score Improvement 29 3rd 9th +4 Archetype Ability 38 3rd 10th +4 42 4th 11th +4 Life Tap 48 4th 12th +4 Ability Score Improvement 48 4th 13th +5 55 5th 14th +5 55 5th 15th +5 Archetype Ability 62 5th 16th +5 Ability Score Improvement 62 6th 17th +6 71 6th 18th +6 Damming Presence 75 6th 19th +6 Ability Score Improvement 81 7th 20th +6 Archetype Ability 88 7th





Hit Points

Hit Dice: 1d10 per bloodborn level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier per bloodborn level after 1st



Proficiencies

Armour: Light armour

Weapons: Simple weapons, Shortswords and Whips

Tools: None



Saving Throws: Constitution, Charisma

Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion





The Tainted Blood



Your blood has been tainted by the touch of infernal beings, be it from demonic possession or from an ancestor that laid with Succubi. However the taint has come about its demonic touch lends you power far beyond the mundane populace, and with it, a lot like pacts made with infernal beings your power can come with a cost.



Spell Casting - Beginning at 1st level you are able to harness and manipulate the magical essence of your blood to cast spells. Constitution is your spellcasting ability for your bloodborn spells, since their power derives from the demonic power flowing in your blood. 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 bloodborn 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. You prepare the list of bloodborn spells that are available for you to cast, choosing from the bloodborn spell list. When you do so, choose a number of bloodborn spells equal to your Constitution modifier + your bloodborn level (minimum of one spell). The spells must be of a level for which you have spell slots. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of bloodborn spells requires time spent in meditation and tracing sigils in blood upon your body: at least 1 minute per spell level for each spell on your list.



Blood Well - Beginning at 1st level you have control of the magical essence of the blood that flows through your veins. You are able draw power from your blood to fuel your magics or to syphon some of that power to heal your wounds. As a bonus action you can drain points from your hit point maximum and convert it to spell points and vise versa, for every 3 hit points you spend you gain 1 spell point, conversely you can convert spell points to heal, 1 Spell point converts to 3 hit points returned to your maximum, you cannot exceed you hit point maximum using this ability. Initially you can use this ability once per short rest, you gain an additional use at 9th and 17th levels. Drains to you hit point max can only be regained from spell point conversion or a short rest.



Archetype - At 3rd level you choose an archetype class. You can choose either the controlling Bloodmage, able to summon and manipulate lesser demons to do their bidding, or the feared Tainted, a warrior whose infernal blood boils with vengeance towards his foes.



Bloody Visage - Starting at 7th level, the nature of your tainted presence begins to show. Your eyes turn blood red and begin to weep blood also your hands are bloodied and dripping, your unsettling appearance gives you advantage on intimidation checks. You are not hindered by the blood and any that falls sizzles away leaving no trace.



Life Tap - Starting at 11th, you gain further control over your Blood magic, you can now drain or transfer vitality to any willing target, or a minion under your control. You can drain up to 50% of the targets current hit points, healing yourself for that amount. Alternately you can transfer up to 50% of your current hit points to a willing target healing them for that amount. A target other than a minion chooses how many hit points you may drain in this manner. You can use this ability once per long rest.



Damming Presence - Starting at 18th level, your connection to the infernal planes has grown strong, allowing you to tap into its fiery damnation. You can cast the Hellish Rebuke spell at will as a 1st level spell.



Bloodmage



fluffiness here



Bonus cantrips - You gain the Firebolt and Minor Illusion cantrips.



Born of Blood - Starting at 3rd level, through bloody rituals and research, you have gained the knowledge about the true names of, and can summon lesser demons to aid you on your adventures and fight alongside you. Its hit point maximum equals its normal maximum or four times your bloodborn level, whichever is higher. The demon obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, Help action or use one of its special abilities. Once you have the Extra Attack feature, you can make one weapon attack or cast a single action spell yourself when you command the demon to take a action. Initially you can Summon a Dretch (pg 57 of the MM), at 9th level you can summon a Quasit (pg 63 of the MM) and at 15th a Shadow Demon (pg 64 of the MM). You can only have 1 demon under your control in this fasion, if the demon is reduced to 0 hit points it is banished back to its hellish plane. You can summon another demon, or replace the one you have once per long rest, which requires a 1 hour ritual to be preformed. Additionally you can use a action and expend 10 spell points to summon a demon that appears within 5 feet of you, if you do not currently control one.



Twined Soul - Starting at 9th level, you have a created a strong bond with your demonic allies through the use of your bloodmagic. As a bonus action, you can create a bond with your demon minion that shares the damage either of you take. While this bond is in effect, any damage taken by either the master or minion is split evenly between the two, rounding up. You can cancel this bond at anytime using another bonus action. You must complete a short rest before being able to use this ability again.



Soul Shift - Starting at 15th level, in times of dire need you can shift places with you minion putting them in harms way instead of yourself. When you are hit in combat but before damage is rolled, you can use a reaction to trade places with your minion as long as they are withing 60 feet and you can see them, having it take the damage of the attack. You can use this ability once per long rest, you can gain additional uses of this ability per long rest at the cost of 10 spell points.



Blood of the Demon - At 20th level, you gain control over the infernal essence of your demonic minion, sacrificing it and absorbing its power. As an action you can destroy your minion and take on its abilities and powers, your features also change taking on features of the sacrificed demon. You gain its remaining hit points adding them to your own but not exceeding your hit point maximum. Any attacks, abilities or movement types the demon had, you now have as well. You are considered proficient with any of these abilities if required and are restricted to the amount of uses of these abilities as the demon was. This transformation lasts 1 hour or until you dismiss it with a action, or if you summon another minion in anyway.



Tainted



poodle and marshmallow stuff



Bonus Proficiencies - You gain proficiency in medium armour and shields, also longswords, battleaxes, greataxes, greatswords, glaives and tridents



Blood Taint - Starting at 3rd level, you can release the demonic taint within your blood against those that have caused you harm. As a reaction when you take damage in melee you can release your tainted blood upon that enemy. The target must make a constitution save verse your spell DC or take 2d4 necrotic damage and be poisoned for 1 minute, this damage increases to 2d6 at 9th level and 2d8 at 15th. The taint lingers within your blood for 1 minute and any subsequent enemies that harm you may also be affected. If you expend 5 hit points off you maximum, you can increase the damage by an extra die. You can use this ability once per short rest. Drains to you hit point max can only be regained from spell point conversion or a short rest.



Life's Blood - Starting at 9th level, you can bolster your stamina for a short period, but at a cost. As a bonus action you can bolster your current hit point total by up to half of your current hit points for 1 minute. Once the duration finishes you lose the temporary hit points and the amount you originally spent is taken from your hit point maximum. Any damage you receive comes off the temporary pool first then your current hit points. If when the duration expires you are reduced to 0 hit points you fall unconscious and are subject to death saving throws. You can use this ability once per short rest. Drains to you hit point max can only be regained from spell point conversion or a short rest.



Infernal Pursuit - Starting at 15th level, Your infernal blood remembers and it wants vengeance, the taint in your blood draws you to those that have harmed you allowing you to teleport to their location to enact revenge. While creatures are under the effect of your Blood Taint ability and within 60 feet of you, you can teleport to them without provoking attacks when leaving where you were. You can teleport in this fashion an amount equal to half your Constitution modifier rounded up (minimum once), on your turn. You can use this ability once per long rest.



Demonic Fury - At 20th level, you can unleash the demonic fury pent up within you, lashing out in a flurry of blows. As an action you can expend up to half your current hit point maximum, for every 10 points you use you gain 1 weapon attack. These attacks can be spread about to multiple targets and can be used in conjunction with your Infernal Pursuit ability, teleporting to each target and attacking. You can use this ability once per long rest. Drains to you hit point max can only be regained from spell point conversion or a short rest.



Change log:



Changed hit point exchange to be powered off your hit point maximum, and that these points can only be regained from spell point conversion or a short rest.



Changed Life tap to a single long rest use to act a one off heal.



Added Bloody Visage and Damming Presence. : 1d10 per bloodborn level: 10 + your Constitution modifier: 1d10 (or 6) + your constitution modifier per bloodborn level after 1st: Light armour: Simple weapons, Shortswords and Whips: None: Constitution, Charisma: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and ReligionYour blood has been tainted by the touch of infernal beings, be it from demonic possession or from an ancestor that laid with Succubi. However the taint has come about its demonic touch lends you power far beyond the mundane populace, and with it, a lot like pacts made with infernal beings your power can come with a cost.- Beginning at 1st level you are able to harness and manipulate the magical essence of your blood to cast spells. Constitution is your spellcasting ability for your bloodborn spells, since their power derives from the demonic power flowing in your blood. 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 bloodborn 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. You prepare the list of bloodborn spells that are available for you to cast, choosing from the bloodborn spell list. When you do so, choose a number of bloodborn spells equal to your Constitution modifier + your bloodborn level (minimum of one spell). The spells must be of a level for which you have spell slots. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of bloodborn spells requires time spent in meditation and tracing sigils in blood upon your body: at least 1 minute per spell level for each spell on your list.- Beginning at 1st level you have control of the magical essence of the blood that flows through your veins. You are able draw power from your blood to fuel your magics or to syphon some of that power to heal your wounds. As a bonus action you can drain points from your hit point maximum and convert it to spell points and vise versa, for every 3 hit points you spend you gain 1 spell point, conversely you can convert spell points to heal, 1 Spell point converts to 3 hit points returned to your maximum, you cannot exceed you hit point maximum using this ability. Initially you can use this ability once per short rest, you gain an additional use at 9th and 17th levels. Drains to you hit point max can only be regained from spell point conversion or a short rest.- At 3rd level you choose an archetype class. You can choose either the controlling Bloodmage, able to summon and manipulate lesser demons to do their bidding, or the feared Tainted, a warrior whose infernal blood boils with vengeance towards his foes.- Starting at 7th level, the nature of your tainted presence begins to show. Your eyes turn blood red and begin to weep blood also your hands are bloodied and dripping, your unsettling appearance gives you advantage on intimidation checks. You are not hindered by the blood and any that falls sizzles away leaving no trace.- Starting at 11th, you gain further control over your Blood magic, you can now drain or transfer vitality to any willing target, or a minion under your control. You can drain up to 50% of the targets current hit points, healing yourself for that amount. Alternately you can transfer up to 50% of your current hit points to a willing target healing them for that amount. A target other than a minion chooses how many hit points you may drain in this manner. You can use this ability once per long rest.- Starting at 18th level, your connection to the infernal planes has grown strong, allowing you to tap into its fiery damnation. You can cast the Hellish Rebuke spell at will as a 1st level spell.fluffiness here- You gain the Firebolt and Minor Illusion cantrips.- Starting at 3rd level, through bloody rituals and research, you have gained the knowledge about the true names of, and can summon lesser demons to aid you on your adventures and fight alongside you. Its hit point maximum equals its normal maximum or four times your bloodborn level, whichever is higher. The demon obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, Help action or use one of its special abilities. Once you have the Extra Attack feature, you can make one weapon attack or cast a single action spell yourself when you command the demon to take a action. Initially you can Summon a Dretch (pg 57 of the MM), at 9th level you can summon a Quasit (pg 63 of the MM) and at 15th a Shadow Demon (pg 64 of the MM). You can only have 1 demon under your control in this fasion, if the demon is reduced to 0 hit points it is banished back to its hellish plane. You can summon another demon, or replace the one you have once per long rest, which requires a 1 hour ritual to be preformed. Additionally you can use a action and expend 10 spell points to summon a demon that appears within 5 feet of you, if you do not currently control one.- Starting at 9th level, you have a created a strong bond with your demonic allies through the use of your bloodmagic. As a bonus action, you can create a bond with your demon minion that shares the damage either of you take. While this bond is in effect, any damage taken by either the master or minion is split evenly between the two, rounding up. You can cancel this bond at anytime using another bonus action. You must complete a short rest before being able to use this ability again.- Starting at 15th level, in times of dire need you can shift places with you minion putting them in harms way instead of yourself. When you are hit in combat but before damage is rolled, you can use a reaction to trade places with your minion as long as they are withing 60 feet and you can see them, having it take the damage of the attack. You can use this ability once per long rest, you can gain additional uses of this ability per long rest at the cost of 10 spell points.- At 20th level, you gain control over the infernal essence of your demonic minion, sacrificing it and absorbing its power. As an action you can destroy your minion and take on its abilities and powers, your features also change taking on features of the sacrificed demon. You gain its remaining hit points adding them to your own but not exceeding your hit point maximum. Any attacks, abilities or movement types the demon had, you now have as well. You are considered proficient with any of these abilities if required and are restricted to the amount of uses of these abilities as the demon was. This transformation lasts 1 hour or until you dismiss it with a action, or if you summon another minion in anyway.poodle and marshmallow stuff- You gain proficiency in medium armour and shields, also longswords, battleaxes, greataxes, greatswords, glaives and tridents- Starting at 3rd level, you can release the demonic taint within your blood against those that have caused you harm. As a reaction when you take damage in melee you can release your tainted blood upon that enemy. The target must make a constitution save verse your spell DC or take 2d4 necrotic damage and be poisoned for 1 minute, this damage increases to 2d6 at 9th level and 2d8 at 15th. The taint lingers within your blood for 1 minute and any subsequent enemies that harm you may also be affected. If you expend 5 hit points off you maximum, you can increase the damage by an extra die. You can use this ability once per short rest. Drains to you hit point max can only be regained from spell point conversion or a short rest.- Starting at 9th level, you can bolster your stamina for a short period, but at a cost. As a bonus action you can bolster your current hit point total by up to half of your current hit points for 1 minute. Once the duration finishes you lose the temporary hit points and the amount you originally spent is taken from your hit point maximum. Any damage you receive comes off the temporary pool first then your current hit points. If when the duration expires you are reduced to 0 hit points you fall unconscious and are subject to death saving throws. You can use this ability once per short rest. Drains to you hit point max can only be regained from spell point conversion or a short rest.- Starting at 15th level, Your infernal blood remembers and it wants vengeance, the taint in your blood draws you to those that have harmed you allowing you to teleport to their location to enact revenge. While creatures are under the effect of your Blood Taint ability and within 60 feet of you, you can teleport to them without provoking attacks when leaving where you were. You can teleport in this fashion an amount equal to half your Constitution modifier rounded up (minimum once), on your turn. You can use this ability once per long rest.- At 20th level, you can unleash the demonic fury pent up within you, lashing out in a flurry of blows. As an action you can expend up to half your current hit point maximum, for every 10 points you use you gain 1 weapon attack. These attacks can be spread about to multiple targets and can be used in conjunction with your Infernal Pursuit ability, teleporting to each target and attacking. You can use this ability once per long rest. Drains to you hit point max can only be regained from spell point conversion or a short rest.Changed hit point exchange to be powered off your hit point maximum, and that these points can only be regained from spell point conversion or a short rest.Changed Life tap to a single long rest use to act a one off heal.Added Bloody Visage and Damming Presence.

Kahz

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Member Back to Top Post by Kahz on I think the HP transfer is definitely a problem. 3 hp per point is too few, it is entirely possible for one to self-farm sp using cure wounds at lvl 1. 6 hp = 2 sp & cure wounds at lvl 1 heals 1d8+cast (best score of +5 (using magic initiate to get cure wounds or a multiclass)) = 6-13 hp per cast. Thats at worst the cost of replacing the 1st lvl slot. Multiclassing with cleric (life) increases self heal just for lvl 1 by an insane margin and removes the feat required.

Transfer of hp at equal measure is broken in general due to aoe heals.

It is near impossible to balance the ratios without it being either too costly to bother with, or too cheap and spammed beyond measure.

I still recommend using hit dice instead of hp, at least there is a limited resource with that.



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Member Back to Top Post by Ragequit on Kahz said:



I still recommend using hit dice instead of hp, at least there is a limited resource with that.

I think the HP transfer is definitely a problem.I still recommend using hit dice instead of hp, at least there is a limited resource with that.



Hmm I do see your points, some how though I would like to try and give the class the feel that overpowering yourself does come at an imminent cost and danger. I like the idea of a limited resource like the hit die but feel it takes that danger away from the midst of combat and you'll just be relying on heal spells at rests instead of using you hit dice to heal.



I'm not sure how to really balance it out without stripping the ability out of lower levels, especially as it the focal ability of the class. Would you think that maybe something like a clause that cannot recieve heals in the midst of combat?



Oh also the spell points wouldnt be able to be used for clerical spells as it would just be powering bloodborn spells which none would be heals.

Hmm I do see your points, some how though I would like to try and give the class the feel that overpowering yourself does come at an imminent cost and danger. I like the idea of a limited resource like the hit die but feel it takes that danger away from the midst of combat and you'll just be relying on heal spells at rests instead of using you hit dice to heal.I'm not sure how to really balance it out without stripping the ability out of lower levels, especially as it the focal ability of the class. Would you think that maybe something like a clause that cannot recieve heals in the midst of combat?Oh also the spell points wouldnt be able to be used for clerical spells as it would just be powering bloodborn spells which none would be heals.

Kahz

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Member Back to Top Post by Kahz on Ragequit said: Kahz said:



I still recommend using hit dice instead of hp, at least there is a limited resource with that.

I think the HP transfer is definitely a problem.I still recommend using hit dice instead of hp, at least there is a limited resource with that.



I'm not sure how to really balance it out without stripping the ability out of lower levels, especially as it the focal ability of the class. Would you think that maybe something like a clause that cannot recieve heals in the midst of combat?



Oh also the spell points wouldnt be able to be used for clerical spells as it would just be powering bloodborn spells which none would be heals.

Hmm I do see your points, some how though I would like to try and give the class the feel that overpowering yourself does come at an imminent cost and danger. I like the idea of a limited resource like the hit die but feel it takes that danger away from the midst of combat and you'll just be relying on heal spells at rests instead of using you hit dice to heal.I'm not sure how to really balance it out without stripping the ability out of lower levels, especially as it the focal ability of the class. Would you think that maybe something like a clause that cannot recieve heals in the midst of combat?Oh also the spell points wouldnt be able to be used for clerical spells as it would just be powering bloodborn spells which none would be heals.





Maybe have it reduce your hit point maximum instead of just flat hp? That can get super scary and limits heals a lot?

Unsure with restoration spells bypassing that, maybe have it that only resets on a long/short ignoring restoration spells entirely?

Hard to ensure balance, as that could decapitate the class as a whole, too. Maybe have it reduce your hit point maximum instead of just flat hp? That can get super scary and limits heals a lot?Unsure with restoration spells bypassing that, maybe have it that only resets on a long/short ignoring restoration spells entirely?Hard to ensure balance, as that could decapitate the class as a whole, too.

Kahz

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Member Back to Top Post by Kahz on Ragequit said: Kahz said: Do you plan on including additional abilities to fill out the base class? It seems very bare for a slower progression caster



Possible suggestions if you think something may be needed?. I don't think so other than maybe a ribbon, something like a change in appearance, bleeding eyes/bloody hands that may give advantage on intimidation or something. Yes its a slower caster progression, but it is also a higher hit die than most casters and gains the extra attack ability.Possible suggestions if you think something may be needed?.



I really think it does need more stuff in there, I'll have a think and see what I can come up with.

Is there a particular class you've used as a kind of inspiration for this? Progression wise, I mean.

Perhaps having a hunt through the various classes and their list table progression would help with the kind of unlocks that could be placed at certain levels? I really think it does need more stuff in there, I'll have a think and see what I can come up with.Is there a particular class you've used as a kind of inspiration for this? Progression wise, I mean.Perhaps having a hunt through the various classes and their list table progression would help with the kind of unlocks that could be placed at certain levels?

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Member Back to Top Post by Ragequit on

Maybe have it reduce your hit point maximum instead of just flat hp? That can get super scary and limits heals a lot?

Unsure with restoration spells bypassing that, maybe have it that only resets on a long/short ignoring restoration spells entirely? Maybe have it reduce your hit point maximum instead of just flat hp? That can get super scary and limits heals a lot?Unsure with restoration spells bypassing that, maybe have it that only resets on a long/short ignoring restoration spells entirely?



That actually sounds really good. Is a nice way around it. Also considered exhaustion after going through the lycan barb, but I think this fits better. That actually sounds really good. Is a nice way around it. Also considered exhaustion after going through the lycan barb, but I think this fits better.

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Member Back to Top Post by Ragequit on Kahz said:

Is there a particular class you've used as a kind of inspiration for this? Progression wise, I mean.

Perhaps having a hunt through the various classes and their list table progression would help with the kind of unlocks that could be placed at certain levels? I really think it does need more stuff in there, I'll have a think and see what I can come up with.Is there a particular class you've used as a kind of inspiration for this? Progression wise, I mean.Perhaps having a hunt through the various classes and their list table progression would help with the kind of unlocks that could be placed at certain levels?



Its a little mixed up being a 2/3 caster but roughly Ranger/wizard. The concept is based around the World of Warcraft Warlock as you know. So maybe like a sense demon or demon-like resistance(s) or some Green Flame!!

Its a little mixed up being a 2/3 caster but roughly Ranger/wizard. The concept is based around the World of Warcraft Warlock as you know. So maybe like a sense demon or demon-like resistance(s) or some Green Flame!!

Kahz

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Member Back to Top Post by Kahz on

Apologies in advance, there will be some comments here that may come across rude, the intent behind them is to drive home a point, plus I'm tired and rushing because I gotta wake up early tomorrow, heh

Also, I may actually dig hard here and fail to provide you alternative ideas on things, but I do plan on doing so at some point. I just want to get some points out front hard for this.





Blood Well:



Now, this is always dangerous. A one off ability, with extra uses later (9th lvl is -VERY- late for the extra). You'll never use this in a really dire situation to bring yourself low, so you need to provide an incentive for that. Because as a player, you'll not want to risk being so low on HP (especially without healers around), you'll only drop just enough to get a handful of spells. As a 1st level mechanic it's nice, but it should have ever increasing viability, and the ratio needs to be high enough not to be exploited.



at 3 hp = 1 sp, you've also got the following HP for the class (always base your calculations off max for most potential available)



lvl 1 = 16 hp max (hill dwarf w/ +5 con)

lvl 4 = 72 hp max / 58 avg (add Toughness feat)

lvl 8 = 144 hp max / 114 avg

lvl 12 = 216 hp max / 170 avg

lvl 16 = 288 hp max / 226 avg

lvl 20 = 360 hp max / 282 avg



Add another 20 hp from an Ioun stone, and more for other items that may increase flat con above 20.



Can you see a problem with spell point transfer rates yet? I can effectively, best case scenario I can drop my max hp by 100 and gain 33 SP. That's about a third of my health from my average, less from my max. at lvl 8, that's 2/3 my max HP, but that's still more than the total SP I even have! The negative is not actually going to have a single horrible effect at all. At high levels, I couldn't give a rats ass, I want that 50 sp, take the 150 hp and I'll rely on spells to cover my ass. I can drop my hp from 282 to 82, and gain around 67 SP from that. And just be like, sure, I'll short rest now and then heal up and I'm freaking good to go. I would never select an option for health that would ensure my character dies because of it. Nor would my character do that, practically. It may come up, but it won't come up enough to warrant a conversion ratio of such power.



Now the issue comes to being, what is the right ratio? If you do 5 hp - 1 sp, that's 10 sp for 50 hp? Is that worth it? In some circumstances, maybe.. but even then, the best I can get is 5x lvl 1 spells, or a single lvl 7. Will you ever truly be at risk? Nope, not even, you've got HP out the ass, and you will find items to supplement your durability as well (imagine this guy with armor of invulnerability, no dmg taken for 1 min? Time to drain myself over and over to 1 hp and still win!).



This is the problem with using HP as a resource, there is simply no fixed power ratio to transfer off. You have to base it off the HIGHER probably outcome, and be damned to the lowest. Those characters that don't get toughness, go dwarf or get to pump their con high enough, that's where it can be come painful for them to use. And I don't mean that in a fun way. If you roll HP, even as the dwarf above, and roll nothing but 1's, you're almost never going to use this ability for big effects, instead just siphoning little at a time to stay all good. Then you'll siphon it down before a short rest to power right back up and enjoy healing benefits from there.



Anyway, enough on that.



Life Tap:



Awesome, now lets look at broken combinations.

What is classified as a minion? Anything you summon? How about from items, spells, or RP stuff with creatures under your control? What about that hireling human craftsman you got to maintain your castles gate? What classifies as under control, if a cleric summons a Balor and tells it 'obey the bloodborn', is it considered under my control? Can I drain over 150 hp in one go then?

How about something that lets you summon something every single day for a portable healing machine? Such as a large elemental.

What about something that has resistance to damage? Or immunity? Does this deal damage, can it be negated, reduced, ignored, or even increased?

What's 50% of 1 hp? Just curious.





Bloodmage:





Bonus Cantrips:



Why minor illusion? what the, huh? Where's the theme there? Blood, demons, summoning, souls.. illusions? Huh?



Born of Blood:

.. interesting. I actually like this, but I would consider giving it more control of itself since it's not just a generic animal, but a literal fucking demon. Have it function on it's own initiative count and make it's own attacks/actions.

I would also consider not allowing it to be done as a 1 action summon replacement, keep it to the track of the summoning spells that exist, they take time to prepare. Also, the 10 sorc point cost is higher than the sorc points you have at 3rd level, that mechanic is pointless as a starting ability. Plus, 10 sorc points is a lvl 7 spell, never using that except to keep twinned soul active, which will never have to happen due to below comments.



Twined Soul:

Is there a duration for this? Does it take concentration, or have a range? What if I put my demon in a safe and secure area and give it healing potions. I command it to drink them as it takes damage, and I spend the rest of the game with permanent resistance to all damage.

Why would I EVER end this?



Soul Shift:

Nope, not ever using this. I have resistance to damage permanently here, not risking it. And my minion won't ever be in range for this, it's sitting in its nice safe area with permanent healing available. It'll have friends over and be watching magic videos of pirates of the inner sea, with Jonny Derp starring in them.



On a wording thing, 'can use reaction to trade place with your minion as long as they are within 60 ft', the 'they' should be 'it'

10 spell points is a lvl 7 spell. Never using that to use this twice.





Blood of the Demon:

Great theme, flavor and idea.

Never using it, I have permanent resistance.

As a 20th lvl capstone, this is actually quite bad as well. You'll never use it on a Quasit or Dretch, only a shadow demon. Which actually gives you worse abilities than just keeping the shadow demon and keeping it to use as a resistance wall with its own healing.







Tained:



Blood Taint:

Having it scale up in damage dice size I think isn't worth having. Refer to the Hellish Rebuke ability for scaling aspect. I would also suggest basing it more off that, and if restricting it to just melee I think a damage buff is more than justifiable at that point. As it is, it does cantrip sizes damage, once per short rest. It's worst than the Tiefling gets naturally As a 3rd level ability, have it just straight up to 2d8 damage.



It needs to state what happens on a successful or failed save, it just says make a save or take it. See the Hellish Rebuke spell for saving throw terminology, it'll help to ingrain that into anything you write that involves a saving throw to provide clarity.



The taint that lingers, does it require concentration? If not, state that in brackets please



The subsequent enemies that harm you part is too vague. What if that enemy harms you from a ranged weapon or spell, does it effect them too? What do you consider harm, does casting Dominate Person on you and tricking you into jumping off an illusory bridge count as harm? If it functions the same as the trigger, list it as 'This effect remains active for 1 minute (no concentration required?), any creature that deals damage from a melee attack also suffers this, as above.' or some such.



Rather than say 'if you expend', rephrase it to 'When you use this ability, you can reduce your hit point maximum by 5 to increase the damage dealt by an extra XdX necrotic damage'. Phrase it similar to the At Higher Levels wording for spells, for continuity and simplicity.





Lifes Blood:

You've listed it as 'current hit points total by current hit points', you need to clarify this as temporary hit points specifically, though you refer to this later, you don't actually say you gain temporary hit points at all, just that you get current with current.

Change it from 'subject to death saves' to 'and are dying' - that's the term for this edition.

This ability will not see use in anything but the MOST dire situations, and even then you're likely to find that it'll never have a detrimental effect, it'll never be used to bring you to 0, because if your hit point maximum is reduced to 0, you die. Outright. No questions. No saves. Dead. Utterly.





Infernal Pursuit:

A creature hits you in melee from Tainted Blood, you can now teleport to it? Wait, what? It's right beside you? I won't need to teleport, I can just hit it. Does teleporting use my movement, does it use an action/bonus action/reaction, or nothing? Can I move -AND- teleport (like shadow monk)? Where to land, do I have to adjacent to it? What if I use a polearm and wanna use my reach, am I now stuck B2B next to it?

Also, why teleport when it's beside me?







Demonic Fury:

'expend up to half my hp maximum' ?? Expend? -Reduce- i the word here I think you want.

Wait, you're saying 10 hp = 1 weapon attack? So, I shouldn't use this at all if I need to attack twice?

The 10 hp is equiv to a lvl 2 spell.. that'd do more damage than my melee attack? So I can teleport multiple times at once, since that's not stated in Infernal Pursuit? What's the maximum number of attacks I can do? at lvl 20 max hp (see earlier chart), that's 18 possible attacks against.. everything? Holy shit. Nevermind, fuck my spells, I'll do that. Someone give me a magical weapon of awesome, I'll go kill Tiamat right fucking now! Yikes dude.

That's ballistic, that's double the amount of attacks a fighter can do in a turn, for ONLY half the HP max used. Now let's farm lvl 7 spells for the victory and we're done here.





I love your ideas Ben, I really do. Seriously. But this is the problem with a HP based mechanic, you can abuse this to NO end.

Unless you layer this so HARD with addendum and fine print, it's going to be a bitch to regulate. If you make it decent for a max HP character, what about someone that only ever rolls 1's on his HD and has +2 HP from con? That's less than 100 hp, he can never risk using abilities to do shit all without just falling over to the first stiff breeze.

I love the idea, a bloodmage has been something that I've seen made around 5 times in 5e so far, and I have yet to see it be able to function the way it needs to. This is just due to the HP mechanic. I've seen it made as a sorc archetype, as a barb rager, and now three times as a stand alone class. The abilities all differ, but it always has the hp = spells aspect. And that aspect is too easy to break or be broken (UP/OP) by simple character selection.





Okay then, now that I'm home I can actually reply properly.Apologies in advance, there will be some comments here that may come across rude, the intent behind them is to drive home a point, plus I'm tired and rushing because I gotta wake up early tomorrow, hehAlso, I may actually dig hard here and fail to provide you alternative ideas on things, but I do plan on doing so at some point. I just want to get some points out front hard for this.Now, this is always dangerous. A one off ability, with extra uses later (9th lvl is -VERY- late for the extra). You'll never use this in a really dire situation to bring yourself low, so you need to provide an incentive for that. Because as a player, you'll not want to risk being so low on HP (especially without healers around), you'll only drop just enough to get a handful of spells. As a 1st level mechanic it's nice, but it should have ever increasing viability, and the ratio needs to be high enough not to be exploited.at 3 hp = 1 sp, you've also got the following HP for the class (always base your calculations off max for most potential available)lvl 1 = 16 hp max (hill dwarf w/ +5 con)lvl 4 = 72 hp max / 58 avg (add Toughness feat)lvl 8 = 144 hp max / 114 avglvl 12 = 216 hp max / 170 avglvl 16 = 288 hp max / 226 avglvl 20 = 360 hp max / 282 avgAdd another 20 hp from an Ioun stone, and more for other items that may increase flat con above 20.Can you see a problem with spell point transfer rates yet? I can effectively, best case scenario I can drop my max hp by 100 and gain 33 SP. That's about a third of my health from my average, less from my max. at lvl 8, that's 2/3 my max HP, but that's still more than the total SP I even have! The negative is not actually going to have a single horrible effect at all. At high levels, I couldn't give a rats ass, I want that 50 sp, take the 150 hp and I'll rely on spells to cover my ass. I can drop my hp from 282 to 82, and gain around 67 SP from that. And just be like, sure, I'll short rest now and then heal up and I'm freaking good to go. I would never select an option for health that would ensure my character dies because of it. Nor would my character do that, practically. It may come up, but it won't come up enough to warrant a conversion ratio of such power.Now the issue comes to being, what is the right ratio? If you do 5 hp - 1 sp, that's 10 sp for 50 hp? Is that worth it? In some circumstances, maybe.. but even then, the best I can get is 5x lvl 1 spells, or a single lvl 7. Will you ever truly be at risk? Nope, not even, you've got HP out the ass, and you will find items to supplement your durability as well (imagine this guy with armor of invulnerability, no dmg taken for 1 min? Time to drain myself over and over to 1 hp and still win!).This is the problem with using HP as a resource, there is simply no fixed power ratio to transfer off. You have to base it off the HIGHER probably outcome, and be damned to the lowest. Those characters that don't get toughness, go dwarf or get to pump their con high enough, that's where it can be come painful for them to use. And I don't mean that in a fun way. If you roll HP, even as the dwarf above, and roll nothing but 1's, you're almost never going to use this ability for big effects, instead just siphoning little at a time to stay all good. Then you'll siphon it down before a short rest to power right back up and enjoy healing benefits from there.Anyway, enough on that.Awesome, now lets look at broken combinations.What is classified as a minion? Anything you summon? How about from items, spells, or RP stuff with creatures under your control? What about that hireling human craftsman you got to maintain your castles gate? What classifies as under control, if a cleric summons a Balor and tells it 'obey the bloodborn', is it considered under my control? Can I drain over 150 hp in one go then?How about something that lets you summon something every single day for a portable healing machine? Such as a large elemental.What about something that has resistance to damage? Or immunity? Does this deal damage, can it be negated, reduced, ignored, or even increased?What's 50% of 1 hp? Just curious.Why minor illusion? what the, huh? Where's the theme there? Blood, demons, summoning, souls.. illusions? Huh?.. interesting. I actually like this, but I would consider giving it more control of itself since it's not just a generic animal, but a literal fucking demon. Have it function on it's own initiative count and make it's own attacks/actions.I would also consider not allowing it to be done as a 1 action summon replacement, keep it to the track of the summoning spells that exist, they take time to prepare. Also, the 10 sorc point cost is higher than the sorc points you have at 3rd level, that mechanic is pointless as a starting ability. Plus, 10 sorc points is a lvl 7 spell, never using that except to keep twinned soul active, which will never have to happen due to below comments.Is there a duration for this? Does it take concentration, or have a range? What if I put my demon in a safe and secure area and give it healing potions. I command it to drink them as it takes damage, and I spend the rest of the game with permanent resistance to all damage.Why would I EVER end this?Nope, not ever using this. I have resistance to damage permanently here, not risking it. And my minion won't ever be in range for this, it's sitting in its nice safe area with permanent healing available. It'll have friends over and be watching magic videos of pirates of the inner sea, with Jonny Derp starring in them.On a wording thing, 'can use reaction to trade place with your minion as long asare within 60 ft', the 'they' should be 'it'10 spell points is a lvl 7 spell. Never using that to use this twice.Great theme, flavor and idea.Never using it, I have permanent resistance.As a 20th lvl capstone, this is actually quite bad as well. You'll never use it on a Quasit or Dretch, only a shadow demon. Which actually gives you worse abilities than just keeping the shadow demon and keeping it to use as a resistance wall with its own healing.Having it scale up in damage dice size I think isn't worth having. Refer to the Hellish Rebuke ability for scaling aspect. I would also suggest basing it more off that, and if restricting it to just melee I think a damage buff is more than justifiable at that point. As it is, it does cantrip sizes damage, once per short rest. It's worst than the Tiefling gets naturallyAs a 3rd level ability, have it just straight up to 2d8 damage.It needs to state what happens on a successful or failed save, it just says make a save or take it. See the Hellish Rebuke spell for saving throw terminology, it'll help to ingrain that into anything you write that involves a saving throw to provide clarity.The taint that lingers, does it require concentration? If not, state that in brackets pleaseThe subsequent enemies that harm you part is too vague. What if that enemy harms you from a ranged weapon or spell, does it effect them too? What do you consider harm, does casting Dominate Person on you and tricking you into jumping off an illusory bridge count as harm? If it functions the same as the trigger, list it as 'This effect remains active for 1 minute (no concentration required?), any creature that deals damage from a melee attack also suffers this, as above.' or some such.Rather than say 'if you expend', rephrase it to 'When you use this ability, you can reduce your hit point maximum by 5 to increase the damage dealt by an extra XdX necrotic damage'. Phrase it similar to thewording for spells, for continuity and simplicity.You've listed it as 'current hit points total by current hit points', you need to clarify this as temporary hit points specifically, though you refer to this later, you don't actually say you gain temporary hit points at all, just that you get current with current.Change it from 'subject to death saves' to 'and are dying' - that's the term for this edition.This ability will not see use in anything but the MOST dire situations, and even then you're likely to find that it'll never have a detrimental effect, it'll never be used to bring you to 0, because if your hit point maximum is reduced to 0, you die. Outright. No questions. No saves. Dead. Utterly.A creature hits you in melee from Tainted Blood, you can now teleport to it? Wait, what? It's right beside you? I won't need to teleport, I can just hit it. Does teleporting use my movement, does it use an action/bonus action/reaction, or nothing? Can I move -AND- teleport (like shadow monk)? Where to land, do I have to adjacent to it? What if I use a polearm and wanna use my reach, am I now stuck B2B next to it?Also, why teleport when it's beside me?'expend up to half my hp maximum' ?? Expend? -Reduce- i the word here I think you want.Wait, you're saying 10 hp = 1 weapon attack? So, I shouldn't use this at all if I need to attack twice?The 10 hp is equiv to a lvl 2 spell.. that'd do more damage than my melee attack? So I can teleport multiple times at once, since that's not stated in Infernal Pursuit? What's the maximum number of attacks I can do? at lvl 20 max hp (see earlier chart), that's 18 possible attacks against.. everything? Holy shit. Nevermind, fuck my spells, I'll do that. Someone give me a magical weapon of awesome, I'll go kill Tiamat right fucking now! Yikes dude.That's ballistic, that's double the amount of attacks a fighter can do in a turn, for ONLY half the HP max used. Now let's farm lvl 7 spells for the victory and we're done here.I love your ideas Ben, I really do. Seriously. But this is the problem with a HP based mechanic, you can abuse this to NO end.Unless you layer this so HARD with addendum and fine print, it's going to be a bitch to regulate. If you make it decent for a max HP character, what about someone that only ever rolls 1's on his HD and has +2 HP from con? That's less than 100 hp, he can never risk using abilities to do shit all without just falling over to the first stiff breeze.I love the idea, a bloodmage has been something that I've seen made around 5 times in 5e so far, and I have yet to see it be able to function the way it needs to. This is just due to the HP mechanic. I've seen it made as a sorc archetype, as a barb rager, and now three times as a stand alone class. The abilities all differ, but it always has the hp = spells aspect. And that aspect is too easy to break or be broken (UP/OP) by simple character selection.

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Edit 1: Ok my time in the library has come to a close so that's all for now will update soon with more answers/ideas.







Kahz said:

Apologies in advance, there will be some comments here that may come across rude, the intent behind them is to drive home a point, plus I'm tired and rushing because I gotta wake up early tomorrow, heh

Also, I may actually dig hard here and fail to provide you alternative ideas on things, but I do plan on doing so at some point. I just want to get some points out front hard for this.

Okay then, now that I'm home I can actually reply properly.Apologies in advance, there will be some comments here that may come across rude, the intent behind them is to drive home a point, plus I'm tired and rushing because I gotta wake up early tomorrow, hehAlso, I may actually dig hard here and fail to provide you alternative ideas on things, but I do plan on doing so at some point. I just want to get some points out front hard for this.



Ok, for starters no apologies needed, I knew this was going to be a tricky one, I have some knowledge, but not enough practical experience with the new rule-set as yet unfortunately, so I do tend to over look a few loopholes and oversights. It also doesn't help that I don't tend to multi-class that much as well, so seeing how some things can sync a little too well together, or poorly can be my downfall. But that's why I have you Roberto and my fellow nitpickers to find all the nits to pick





Blood Well:



Now, this is always dangerous. A one off ability, with extra uses later (9th lvl is -VERY- late for the extra). You'll never use this in a really dire situation to bring yourself low, so you need to provide an incentive for that. Because as a player, you'll not want to risk being so low on HP (especially without healers around), you'll only drop just enough to get a handful of spells. As a 1st level mechanic it's nice, but it should have ever increasing viability, and the ratio needs to be high enough not to be exploited.



at 3 hp = 1 sp, you've also got the following HP for the class (always base your calculations off max for most potential available)



lvl 1 = 16 hp max (hill dwarf w/ +5 con)

lvl 4 = 72 hp max / 58 avg (add Toughness feat)

lvl 8 = 144 hp max / 114 avg

lvl 12 = 216 hp max / 170 avg

lvl 16 = 288 hp max / 226 avg

lvl 20 = 360 hp max / 282 avg



Add another 20 hp from an Ioun stone, and more for other items that may increase flat con above 20.



Can you see a problem with spell point transfer rates yet? I can effectively, best case scenario I can drop my max hp by 100 and gain 33 SP. That's about a third of my health from my average, less from my max. at lvl 8, that's 2/3 my max HP, but that's still more than the total SP I even have! The negative is not actually going to have a single horrible effect at all. At high levels, I couldn't give a rats ass, I want that 50 sp, take the 150 hp and I'll rely on spells to cover my ass. I can drop my hp from 282 to 82, and gain around 67 SP from that. And just be like, sure, I'll short rest now and then heal up and I'm freaking good to go. I would never select an option for health that would ensure my character dies because of it. Nor would my character do that, practically. It may come up, but it won't come up enough to warrant a conversion ratio of such power.



Now the issue comes to being, what is the right ratio? If you do 5 hp - 1 sp, that's 10 sp for 50 hp? Is that worth it? In some circumstances, maybe.. but even then, the best I can get is 5x lvl 1 spells, or a single lvl 7. Will you ever truly be at risk? Nope, not even, you've got HP out the ass, and you will find items to supplement your durability as well (imagine this guy with armor of invulnerability, no dmg taken for 1 min? Time to drain myself over and over to 1 hp and still win!).



This is the problem with using HP as a resource, there is simply no fixed power ratio to transfer off. You have to base it off the HIGHER probably outcome, and be damned to the lowest. Those characters that don't get toughness, go dwarf or get to pump their con high enough, that's where it can be come painful for them to use. And I don't mean that in a fun way. If you roll HP, even as the dwarf above, and roll nothing but 1's, you're almost never going to use this ability for big effects, instead just siphoning little at a time to stay all good. Then you'll siphon it down before a short rest to power right back up and enjoy healing benefits from there.



Anyway, enough on that.

Now, this is always dangerous. A one off ability, with extra uses later (9th lvl is -VERY- late for the extra). You'll never use this in a really dire situation to bring yourself low, so you need to provide an incentive for that. Because as a player, you'll not want to risk being so low on HP (especially without healers around), you'll only drop just enough to get a handful of spells. As a 1st level mechanic it's nice, but it should have ever increasing viability, and the ratio needs to be high enough not to be exploited.at 3 hp = 1 sp, you've also got the following HP for the class (always base your calculations off max for most potential available)lvl 1 = 16 hp max (hill dwarf w/ +5 con)lvl 4 = 72 hp max / 58 avg (add Toughness feat)lvl 8 = 144 hp max / 114 avglvl 12 = 216 hp max / 170 avglvl 16 = 288 hp max / 226 avglvl 20 = 360 hp max / 282 avgAdd another 20 hp from an Ioun stone, and more for other items that may increase flat con above 20.Can you see a problem with spell point transfer rates yet? I can effectively, best case scenario I can drop my max hp by 100 and gain 33 SP. That's about a third of my health from my average, less from my max. at lvl 8, that's 2/3 my max HP, but that's still more than the total SP I even have! The negative is not actually going to have a single horrible effect at all. At high levels, I couldn't give a rats ass, I want that 50 sp, take the 150 hp and I'll rely on spells to cover my ass. I can drop my hp from 282 to 82, and gain around 67 SP from that. And just be like, sure, I'll short rest now and then heal up and I'm freaking good to go. I would never select an option for health that would ensure my character dies because of it. Nor would my character do that, practically. It may come up, but it won't come up enough to warrant a conversion ratio of such power.Now the issue comes to being, what is the right ratio? If you do 5 hp - 1 sp, that's 10 sp for 50 hp? Is that worth it? In some circumstances, maybe.. but even then, the best I can get is 5x lvl 1 spells, or a single lvl 7. Will you ever truly be at risk? Nope, not even, you've got HP out the ass, and you will find items to supplement your durability as well (imagine this guy with armor of invulnerability, no dmg taken for 1 min? Time to drain myself over and over to 1 hp and still win!).This is the problem with using HP as a resource, there is simply no fixed power ratio to transfer off. You have to base it off the HIGHER probably outcome, and be damned to the lowest. Those characters that don't get toughness, go dwarf or get to pump their con high enough, that's where it can be come painful for them to use. And I don't mean that in a fun way. If you roll HP, even as the dwarf above, and roll nothing but 1's, you're almost never going to use this ability for big effects, instead just siphoning little at a time to stay all good. Then you'll siphon it down before a short rest to power right back up and enjoy healing benefits from there.Anyway, enough on that.



This is going to be the hardest to work on so will leave for now and answer the easier stuff first.





Life Tap:



Awesome, now lets look at broken combinations.

What is classified as a minion? Anything you summon? How about from items, spells, or RP stuff with creatures under your control? What about that hireling human craftsman you got to maintain your castles gate? What classifies as under control, if a cleric summons a Balor and tells it 'obey the bloodborn', is it considered under my control? Can I drain over 150 hp in one go then?

How about something that lets you summon something every single day for a portable healing machine? Such as a large elemental.

What about something that has resistance to damage? Or immunity? Does this deal damage, can it be negated, reduced, ignored, or even increased?

What's 50% of 1 hp? Just curious.

Awesome, now lets look at broken combinations.What is classified as a minion? Anything you summon? How about from items, spells, or RP stuff with creatures under your control? What about that hireling human craftsman you got to maintain your castles gate? What classifies as under control, if a cleric summons a Balor and tells it 'obey the bloodborn', is it considered under my control? Can I drain over 150 hp in one go then?How about something that lets you summon something every single day for a portable healing machine? Such as a large elemental.What about something that has resistance to damage? Or immunity? Does this deal damage, can it be negated, reduced, ignored, or even increased?What's 50% of 1 hp? Just curious.



Ok, now this is down to poor explanation. What is meant to be deemed a Minion, is any of the 3 demons that can be summon by the Born of the Blood ability, and no other summoned or mind controlled creature, so a slight rewording should rectify that. Also it is no classed as "damage" so resistances or immunities do not affect it, it is a simple transfer of life essence. and the 50% would be reworded as something like "half, rounded up", as there are no fractional numbers.





Bloodmage:





Bonus Cantrips:



Why minor illusion? what the, huh? Where's the theme there? Blood, demons, summoning, souls.. illusions? Huh?

Why minor illusion? what the, huh? Where's the theme there? Blood, demons, summoning, souls.. illusions? Huh?



Here we have a case of I want one attack cantrip and one utility, but what the hell utility fits best? So its sort of but not explained, to be based around the various demons, like Quasits, ability to change their form or turn invisible. Not really happy with it myself, and is up for review.





Born of Blood:

.. interesting. I actually like this, but I would consider giving it more control of itself since it's not just a generic animal, but a literal fucking demon. Have it function on it's own initiative count and make it's own attacks/actions.

I would also consider not allowing it to be done as a 1 action summon replacement, keep it to the track of the summoning spells that exist, they take time to prepare. Also, the 10 sorc point cost is higher than the sorc points you have at 3rd level, that mechanic is pointless as a starting ability. Plus, 10 sorc points is a lvl 7 spell, never using that except to keep twinned soul active, which will never have to happen due to below comments.

.. interesting. I actually like this, but I would consider giving it more control of itself since it's not just a generic animal, but a literal fucking demon. Have it function on it's own initiative count and make it's own attacks/actions.I would also consider not allowing it to be done as a 1 action summon replacement, keep it to the track of the summoning spells that exist, they take time to prepare. Also, the 10 sorc point cost is higher than the sorc points you have at 3rd level, that mechanic is pointless as a starting ability. Plus, 10 sorc points is a lvl 7 spell, never using that except to keep twinned soul active, which will never have to happen due to below comments.



This was basically a straight rip of the Beast-master Ranger ability. I gave it a locked initiative for ease of combat mainly, plus the fluffy idea is that these demons are not friends of yours, but more like slaves as they are beholden to you via the knowledge of their true names, which is why I have them under your command rather than their own. The instant summon is intended to be a later option for a "oh shit, I need Beezulbub's help!" situation, and was meant to come at a cost (less SP for other things).





Twined Soul:

Is there a duration for this? Does it take concentration, or have a range? What if I put my demon in a safe and secure area and give it healing potions. I command it to drink them as it takes damage, and I spend the rest of the game with permanent resistance to all damage.

Why would I EVER end this?

Is there a duration for this? Does it take concentration, or have a range? What if I put my demon in a safe and secure area and give it healing potions. I command it to drink them as it takes damage, and I spend the rest of the game with permanent resistance to all damage.Why would I EVER end this?



Agreed, needs a range, say within 30-60 feet of you. might also give it a duration, or a cut off, like once an amount of damage has been shared it dissipates.





Soul Shift:

Nope, not ever using this. I have resistance to damage permanently here, not risking it. And my minion won't ever be in range for this, it's sitting in its nice safe area with permanent healing available. It'll have friends over and be watching magic videos of pirates of the inner sea, with Jonny Derp starring in them.



On a wording thing, 'can use reaction to trade place with your minion as long as they are within 60 ft', the 'they' should be 'it'

10 spell points is a lvl 7 spell. Never using that to use this twice.

Nope, not ever using this. I have resistance to damage permanently here, not risking it. And my minion won't ever be in range for this, it's sitting in its nice safe area with permanent healing available. It'll have friends over and be watching magic videos of pirates of the inner sea, with Jonny Derp starring in them.On a wording thing, 'can use reaction to trade place with your minion as long asare within 60 ft', the 'they' should be 'it'10 spell points is a lvl 7 spell. Never using that to use this twice.



Negated due to reworking as above.





Blood of the Demon:

Great theme, flavor and idea.

Never using it, I have permanent resistance.

As a 20th lvl capstone, this is actually quite bad as well. You'll never use it on a Quasit or Dretch, only a shadow demon. Which actually gives you worse abilities than just keeping the shadow demon and keeping it to use as a resistance wall with its own healing.

Great theme, flavor and idea.Never using it, I have permanent resistance.As a 20th lvl capstone, this is actually quite bad as well. You'll never use it on a Quasit or Dretch, only a shadow demon. Which actually gives you worse abilities than just keeping the shadow demon and keeping it to use as a resistance wall with its own healing.



For starters, No resistance for you! Secondly, thinking I will make the abilities you would gain off the demons based off your spell DC rather than the creatures, which signifcantly ups the viability of the Dretch's Fetid Cloud and the Quasit's Scare and poison. Toyed with the idea of giving the demon's resistance to you as well, not sure if that pushes the power over too much though.





Tained:



Blood Taint:

Having it scale up in damage dice size I think isn't worth having. Refer to the Hellish Rebuke ability for scaling aspect. I would also suggest basing it more off that, and if restricting it to just melee I think a damage buff is more than justifiable at that point. As it is, it does cantrip sizes damage, once per short rest. It's worst than the Tiefling gets naturally As a 3rd level ability, have it just straight up to 2d8 damage.



It needs to state what happens on a successful or failed save, it just says make a save or take it. See the Hellish Rebuke spell for saving throw terminology, it'll help to ingrain that into anything you write that involves a saving throw to provide clarity.



The taint that lingers, does it require concentration? If not, state that in brackets please



The subsequent enemies that harm you part is too vague. What if that enemy harms you from a ranged weapon or spell, does it effect them too? What do you consider harm, does casting Dominate Person on you and tricking you into jumping off an illusory bridge count as harm? If it functions the same as the trigger, list it as 'This effect remains active for 1 minute (no concentration required?), any creature that deals damage from a melee attack also suffers this, as above.' or some such.



Rather than say 'if you expend', rephrase it to 'When you use this ability, you can reduce your hit point maximum by 5 to increase the damage dealt by an extra XdX necrotic damage'. Phrase it similar to the At Higher Levels wording for spells, for continuity and simplicity.

Having it scale up in damage dice size I think isn't worth having. Refer to the Hellish Rebuke ability for scaling aspect. I would also suggest basing it more off that, and if restricting it to just melee I think a damage buff is more than justifiable at that point. As it is, it does cantrip sizes damage, once per short rest. It's worst than the Tiefling gets naturallyAs a 3rd level ability, have it just straight up to 2d8 damage.It needs to state what happens on a successful or failed save, it just says make a save or take it. See the Hellish Rebuke spell for saving throw terminology, it'll help to ingrain that into anything you write that involves a saving throw to provide clarity.The taint that lingers, does it require concentration? If not, state that in brackets pleaseThe subsequent enemies that harm you part is too vague. What if that enemy harms you from a ranged weapon or spell, does it effect them too? What do you consider harm, does casting Dominate Person on you and tricking you into jumping off an illusory bridge count as harm? If it functions the same as the trigger, list it as 'This effect remains active for 1 minute (no concentration required?), any creature that deals damage from a melee attack also suffers this, as above.' or some such.Rather than say 'if you expend', rephrase it to 'When you use this ability, you can reduce your hit point maximum by 5 to increase the damage dealt by an extra XdX necrotic damage'. Phrase it similar to thewording for spells, for continuity and simplicity.



Hows this?



Blood Taint - Starting at 3rd level, you can release the demonic taint within your blood against those that have caused you harm. As a reaction when you take damage in melee you can release your tainted blood upon that enemy. The target takes 2d8 necrotic damage, and must make a constitution save verse your spell DC or be poisoned for 1 minute. while poisoned in this way, the creature takes 1d8 necrotic damage at the start of each of it's turns. The creature can repeat the save at the end of each of it's turns, ending the effect on a successful save. The Initial and poison damage increases by 1d8 at 9th level(3d8/2d8), and another at 15th (4d8/3d8). The taint lingers within your blood for 1 minute and any subsequent enemies that harm you may also be affected. When you use this ability, you can reduce your hit point maximum by 5 to increase the damage dealt by an extra 1d8 necrotic damage. Drains to you hit point max can only be regained from spell point conversion or a short rest. You can use this ability once per short rest.



may drop the bold text bit.







Lifes Blood:

You've listed it as 'current hit points total by current hit points', you need to clarify this as temporary hit points specifically, though you refer to this later, you don't actually say you gain temporary hit points at all, just that you get current with current.

Change it from 'subject to death saves' to 'and are dying' - that's the term for this edition.

This ability will not see use in anything but the MOST dire situations, and even then you're likely to find that it'll never have a detrimental effect, it'll never be used to bring you to 0, because if your hit point maximum is reduced to 0, you die. Outright. No questions. No saves. Dead. Utterly.

You've listed it as 'current hit points total by current hit points', you need to clarify this as temporary hit points specifically, though you refer to this later, you don't actually say you gain temporary hit points at all, just that you get current with current.Change it from 'subject to death saves' to 'and are dying' - that's the term for this edition.This ability will not see use in anything but the MOST dire situations, and even then you're likely to find that it'll never have a detrimental effect, it'll never be used to bring you to 0, because if your hit point maximum is reduced to 0, you die. Outright. No questions. No saves. Dead. Utterly.



Take 2...



Life's Blood - Starting at 9th level, you can bolster your stamina for a short period, but at a cost. As a bonus action you can bolster your current hit point total by up to half of your current hit points for 1 minute, as temporary hit points. Once the duration finishes you lose the temporary hit points and the amount you originally spent is taken from your your remaining current hit points. Any damage you receive comes off the temporary pool first then your current hit points. If when the duration expires you are reduced to 0 hit points you fall unconscious and are dying. You can use this ability once per short rest.



no longer tied to HP max so no insta-death, but still allows for a chance of death. And yes was intended for a dire situation deal.





Infernal Pursuit:

A creature hits you in melee from Tainted Blood, you can now teleport to it? Wait, what? It's right beside you? I won't need to teleport, I can just hit it. Does teleporting use my movement, does it use an action/bonus action/reaction, or nothing? Can I move -AND- teleport (like shadow monk)? Where to land, do I have to adjacent to it? What if I use a polearm and wanna use my reach, am I now stuck B2B next to it?

Also, why teleport when it's beside me?

A creature hits you in melee from Tainted Blood, you can now teleport to it? Wait, what? It's right beside you? I won't need to teleport, I can just hit it. Does teleporting use my movement, does it use an action/bonus action/reaction, or nothing? Can I move -AND- teleport (like shadow monk)? Where to land, do I have to adjacent to it? What if I use a polearm and wanna use my reach, am I now stuck B2B next to it?Also, why teleport when it's beside me?





Demonic Fury:

'expend up to half my hp maximum' ?? Expend? -Reduce- i the word here I think you want.

Wait, you're saying 10 hp = 1 weapon attack? So, I shouldn't use this at all if I need to attack twice?

The 10 hp is equiv to a lvl 2 spell.. that'd do more damage than my melee attack? So I can teleport multiple times at once, since that's not stated in Infernal Pursuit? What's the maximum number of attacks I can do? at lvl 20 max hp (see earlier chart), that's 18 possible attacks against.. everything? Holy shit. Nevermind, fuck my spells, I'll do that. Someone give me a magical weapon of awesome, I'll go kill Tiamat right fucking now! Yikes dude.

That's ballistic, that's double the amount of attacks a fighter can do in a turn, for ONLY half the HP max used. Now let's farm lvl 7 spells for the victory and we're done here.

'expend up to half my hp maximum' ?? Expend? -Reduce- i the word here I think you want.Wait, you're saying 10 hp = 1 weapon attack? So, I shouldn't use this at all if I need to attack twice?The 10 hp is equiv to a lvl 2 spell.. that'd do more damage than my melee attack? So I can teleport multiple times at once, since that's not stated in Infernal Pursuit? What's the maximum number of attacks I can do? at lvl 20 max hp (see earlier chart), that's 18 possible attacks against.. everything? Holy shit. Nevermind, fuck my spells, I'll do that. Someone give me a magical weapon of awesome, I'll go kill Tiamat right fucking now! Yikes dude.That's ballistic, that's double the amount of attacks a fighter can do in a turn, for ONLY half the HP max used. Now let's farm lvl 7 spells for the victory and we're done here.





I love your ideas Ben, I really do. Seriously. But this is the problem with a HP based mechanic, you can abuse this to NO end.

Unless you layer this so HARD with addendum and fine print, it's going to be a bitch to regulate. If you make it decent for a max HP character, what about someone that only ever rolls 1's on his HD and has +2 HP from con? That's less than 100 hp, he can never risk using abilities to do shit all without just falling over to the first stiff breeze.

I love the idea, a bloodmage has been something that I've seen made around 5 times in 5e so far, and I have yet to see it be able to function the way it needs to. This is just due to the HP mechanic. I've seen it made as a sorc archetype, as a barb rager, and now three times as a stand alone class. The abilities all differ, but it always has the hp = spells aspect. And that aspect is too easy to break or be broken (UP/OP) by simple character selection.

I love your ideas Ben, I really do. Seriously. But this is the problem with a HP based mechanic, you can abuse this to NO end.Unless you layer this so HARD with addendum and fine print, it's going to be a bitch to regulate. If you make it decent for a max HP character, what about someone that only ever rolls 1's on his HD and has +2 HP from con? That's less than 100 hp, he can never risk using abilities to do shit all without just falling over to the first stiff breeze.I love the idea, a bloodmage has been something that I've seen made around 5 times in 5e so far, and I have yet to see it be able to function the way it needs to. This is just due to the HP mechanic. I've seen it made as a sorc archetype, as a barb rager, and now three times as a stand alone class. The abilities all differ, but it always has the hp = spells aspect. And that aspect is too easy to break or be broken (UP/OP) by simple character selection. Bare with me as I will edit this post often as I answer each section. I did have some answered in a saved reply on my phone but it got wiped before I could post it so will try again.Edit 1: Ok my time in the library has come to a close so that's all for now will update soon with more answers/ideas.Ok, for starters no apologies needed, I knew this was going to be a tricky one, I have some knowledge, but not enough practical experience with the new rule-set as yet unfortunately, so I do tend to over look a few loopholes and oversights. It also doesn't help that I don't tend to multi-class that much as well, so seeing how some things can sync a little too well together, or poorly can be my downfall. But that's why I have you Roberto and my fellow nitpickers to find all the nits to pickThis is going to be the hardest to work on so will leave for now and answer the easier stuff first.Ok, now this is down to poor explanation. What is meant to be deemed a, is any of the 3 demons that can be summon by the Born of the Blood ability, and no other summoned or mind controlled creature, so a slight rewording should rectify that. Also it is no classed as "damage" so resistances or immunities do not affect it, it is a simple transfer of life essence. and the 50% would be reworded as something like "half, rounded up", as there are no fractional numbers.Here we have a case of I want one attack cantrip and one utility, but what the hell utility fits best? So its sort of but not explained, to be based around the various demons, like Quasits, ability to change their form or turn invisible. Not really happy with it myself, and is up for review.This was basically a straight rip of the Beast-master Ranger ability. I gave it a locked initiative for ease of combat mainly, plus the fluffy idea is that these demons are not friends of yours, but more like slaves as they are beholden to you via the knowledge of their true names, which is why I have them under your command rather than their own. The instant summon is intended to be a later option for a "oh shit, I need Beezulbub's help!" situation, and was meant to come at a cost (less SP for other things).Agreed, needs a range, say within 30-60 feet of you. might also give it a duration, or a cut off, like once an amount of damage has been shared it dissipates.Negated due to reworking as above.For starters, No resistance for you! Secondly, thinking I will make the abilities you would gain off the demons based off your spell DC rather than the creatures, which signifcantly ups the viability of the Dretch's Fetid Cloud and the Quasit's Scare and poison. Toyed with the idea of giving the demon's resistance to you as well, not sure if that pushes the power over too much though.Hows this?- Starting at 3rd level, you can release the demonic taint within your blood against those that have caused you harm. As a reaction when you take damage in melee you can release your tainted blood upon that enemy. The target takes 2d8 necrotic damage, and must make a constitution save verse your spell DC or be poisoned for 1 minute. while poisoned in this way, the creature takes 1d8 necrotic damage at the start of each of it's turns. The creature can repeat the save at the end of each of it's turns, ending the effect on a successful save. The Initial and poison damage increases by 1d8 at 9th level(3d8/2d8), and another at 15th (4d8/3d8). The taint lingers within your blood for 1 minute and any subsequent enemies that harm you may also be affected.You can use this ability once per short rest.may drop the bold text bit.Take 2...- Starting at 9th level, you can bolster your stamina for a short period, but at a cost. As a bonus action you can bolster your current hit point total by up to half of your current hit points for 1 minute, as temporary hit points. Once the duration finishes you lose the temporary hit points and the amount you originally spent is taken from your your remaining current hit points. Any damage you receive comes off the temporary pool first then your current hit points. If when the duration expires you are reduced to 0 hit points you fall unconscious and are dying. You can use this ability once per short rest.no longer tied to HP max so no insta-death, but still allows for a chance of death. And yes was intended for a dire situation deal.

Kahz

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As a side note for a broken combination I just noticed, I'd like to multiclass this with a lvl 10 necromancer, using their lvl 10 ability as follows:



Inured to Undeath

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced . You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects. Beginning at 10th level, you have resistance to necrotic damage,You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

Just destroyed that mechanic



Sorry, I'll go back to my corner now.. Heehee, I was wondering when you'd find time to post backAs a side note for a broken combination I just noticed, I'd like to multiclass this with a lvl 10 necromancer, using their lvl 10 ability as follows:Just destroyed that mechanicSorry, I'll go back to my corner now..