Blood Magic At 3rd level, you get access to a new type of magic, a type that is considered to be quite dark and macabre― blood magic. This power is represented by your Blood Die, the starting size of which is a d6. Once on each of your turns, you may expend your blood die to...
Upon reaching 11th level, your Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on saving throws against your warlock spells. Unsealed Arcana At 15th level, your patron grants you the use of ...
You can only cast spells through blood magic up to a spell level of spells slots wizards of your level have. If the damage makes you fall to 0 hit points, or kills you, you don't go unconscious, or die, until straight after you cast the spell. ...
Third-level Blood Hunters also get access to Pact Magic, meaning they learn two cantrips from the Warlock spell list (in the Player’s Handbook) and two first-level Warlock spells. AnotherDnD cantripis unlocked at tenth-level, and you learn more5e spellsat seventh, ninth, 11th, 13th, 15th...
I’m still in the process of deciding what I’m doing next—whether my next major project will be another Eberron book for the DM’s Guild, or whether I will explore a new setting—and if the latter, whether it will be for 5E D&D, another system, or system agnostic. However, in th...
Once you raise a bloodmonster, you can't do it again until you finish a long rest, unless you sacrifice your own blood, and spend at take 6d12 necrotic damage, that can't be reduced in any way. Back toMain Page→5e Homebrew→Character Options→Subclasses...