Remove these ads. Join the Worldbuilders Guild

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 two 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

 

Spells Known of 1st Level and Higher

Starting at 2nd 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 3rd level in this class, you can learn one new spell of 1st or 2nd level.

 

Plasma Enhancement

Starting at 2nd level, you gain a reserve of "Plasma" that you can use to enhance your spells and abilities. 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.

 

Bloodweaving

At 2nd level, you gain the ability to manipulate the blood of others, allowing you to place afflictions on creatures, or to augment them. This ability is represented numerically by your Plasma Reserve, which allow you to use your transfusions and other abilities.

 

Plasma Reserve

You have 2 Plasma points, and you gain more as you reach higher levels, as shown in the Plasma Reserve column of the Bloodmarker table. You can never have more Plasma points than what is shown in the Bloodmarker table for your class level. Your remaining Plasma reserve must be equal to or greater than the cost of an ability to use it. You regain all expended Plasma points after finishing a long rest.

 

Transfusions

Your transfusions are effects you can apply to your allies or enemies to afflict or augment them, as you see fit. Each comes with a Plasma cost. You initially know 2 Transfusions, and learn an additional Transfusion every 3 levels from there on. Each Transfusion below indicates the amount of Plasma required to use it.

 
Blood Sense (Varies)

You attune your senses to the flow of blood around you, allowing you to detect living creatures nearby. By expending Plasma, you can gather information about nearby living creatures within 120 ft. The amount of Plasma you expend determines the amount of knowledge gathered and how long the effect lasts:

  • 1 Plasma - You determine whether there are any living creatures within 120 ft. of you.
  • 3 Plasma - You determine the number of living creatures within 120 ft. of you. Lasts for 1 minute.
  • 5 Plasma - You know the direction of each creature within 120 ft. of you. Lasts 1 minute with concentration.
  • 7 Plasma - You know the exact location of each creature within 120 ft. of you. Lasts for 10 minutes.
  • 9 Plasma - You know all of the above information, as well as the type of each creature (ie: humanoid, beast, etc). Lasts for 10 minutes.

For each of these effects, you can choose any number of creatures around you to exclude from the information gathered.

 
Vital Weakness (1 Plasma)

By observing a creature's blood flow, you learn where its weak points are. As a bonus action, you can determine the weaknesses of a creature you can see within 60 ft. Your next attack against this creature has advantage. You cannot use this ability on the same creature more than once every 24 hours.

 
Blood Ferocity (1 Plasma)

Prerequisite: 6th level

You have the ability to intensify your blood spells to push past an enemy's resistances. If an enemy is immune to the damage type of your spell, you can deal half damage to them, and if they're resistant to that damage type, you can deal full damage instead. You can do this a number of times equal to your Constitution modifier. You regain expended uses after a long rest.

 
Blood Cleansing (2 Plasma)

You cleanse the blood of an ally. Remove one condition (blinded, deafened, paralyzed, poisoned) from an ally within 30 ft.

 
Blood Echo (2 Plasma)

You manipulate a fresh wound to echo a creature's most recent injury. When a creature within 30 ft. of you takes damage, you can use your reaction to cause it to take half of that damage again.

 
Bloodshot Eyes (2 Plasma)

You infuse your eyes with blood, magically enhancing your vision. For 10 minutes, you can see invisible creatures.

 
Blood Insight (2 Plasma)

You attune your senses to the flow of a creature's blood, picking up its emotional state. As a bonus action, you can determine if a creature you can see within 60 ft. is calm, afraid, angry, or hiding something, giving you insight into its intentions or truthfulness. You gain advantage on Insight checks made against this creature for 1 minute after using this ability.

 
Blood Chronicle (5 Plasma)

By examining a sample of blood, you can see visions of its memory over the last 24 hours. As an action, you can touch a sample of blood that is less than 24 hours old and see flashes of its memories over the last 24 hours. This doesn't provide a complete picture, but you might see significant events, people the creature interacted with, or places it has been.

 
Heart Attack (5 Plasma)

You manipulate the blood flowing through the creature's arteries, causing their heart to seize. As an action, target creature within 60 ft. must make a Constitution saving throw. On a failed save, they take 4d6 necrotic damage and are stunned until the end of your next turn. On a successful save, they take half the damage and are not stunned. If the target fails their initial saving throw, at the start of each of their turns for the next minute, they must make another Constitution saving throw. On a failure, they take 1d6 necrotic damage and remain stunned. On a success, the effect ends.

 
Organ Failure (12 Plasma)

Prerequisite: 17th level

You corrupt the blood of a creature's entire body, causing systemic organ failure leading to death. As an action, you can cause organ failure in a creature within 60 ft. If the creature has 100 hit points or fewer, it dies instantly. Otherwise, this ability has no effect. If the ability fails because the target is immune to its effects or has more than 100 hit points, you expend only 5 Plasma instead of the full cost.

 

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.

 

Blood Flow

By level 13, whereas other spellcasters draw their power from the latent Flow in the atmosphere, you have the ability to draw Flow from your very life force. While inside an anti-magic field that suppresses magic, you retain the ability to cast your blood magic spells. However, this extracts a heavy toll because the latent Flow in the atmosphere cannot replenish your inner Flow, and each time you do so, you take necrotic damage equal to five times the spell's level. This damage bypasses any immunities or resistances you have and cannot be reduced in any way.

If this self-inflicted damage reduces you to 0 hit points, you still make your death saving throws as normal. However, you cannot regain consciousness until you are removed from the anti-magic field.

 

Blood Aegis

When you reach level 18, you can draw upon the Flow in your blood to bolster your vitality and shield you from harm. As an action, you can grant yourself the following benefits for the next 10 minutes:

  • You gain temporary hit points equal to twice your Bloodmarker level.
  • You have advantage on saving throws against spells and other magical effects.

You can do this once per long rest.

 

Sanguine Exaltation

When you reach level 20, your bond with blood magic has reached its peak. You no longer age, and you can't be aged magically. You are immune to petrification and have resistance to necrotic damage. Additionally, whenever you drop to 0 hit points and don't die outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Furthermore, when you expend Plasma to use a Transfusion, there is a 20% chance that the Plasma cost will be reduced by half (rounded down).

subclass options:
There are three different specializations that a Bloodmarker can pursue. Each focuses on a different aspect of the Bloodmarker's magic:  

Augmenter

You have chosen to pursue the path of protection, using your blood magic to fortify your allies and charge into battle, enhancing your strikes with the power of blood. This is the least obvious path of the three specializations that will hint at the source of your power, if you're trying to remain incognito.

 

Augmenter Magic

2nd-level Augmenter feature

You learn additional spells when you reach certain levels in this class, as shown on the Augmenter Spells table. Each of these spells counts as a bloodmarker spell for you, but it doesn’t count against the number of bloodmarker spells you know.

Bloodmarker Level Spells
2nd Shield, Absorb Elements
4th Enhance Ability, Magic Weapon
6th Haste, Water Breathing
8th Freedom of Movement, Stoneskin
10th Circle of Power, Telepathic Bond
 

Blood Bond

2nd-level Augmenter feature

When an ally within 10 ft. of you takes damage, you can use your reaction to take half of that damage for them. When you do, make a Constitution save with a DC equal to 10, or half of the damage (rounded down), whichever is higher. On a success, you take no damage. You can use this a number of times equal to your Constitution modifier. You regain expended uses after finishing a long rest.

 

Blood Barrier

6th-level Augmenter feature

When you or an ally you can see within 10 ft. of you are hit by a melee or ranged attack, you can use your reaction to use the blood lost by the attack to create a barrier to protect the target, giving them a +2 to AC until the end of their next turn. You can use this feature a number of times equal to your Constitution modifier, and you regain all expended uses after a long rest.

 

Blood Fortification

10th-level Augmenter feature

As an action, you can touch an ally and fortify their blood. For the next hour, they gain resistance to bludgeoning, piercing, slashing, and necrotic damage. Once you use this feature, it cannot be used again until you finish a long rest.

 

Blood Infusion

14th-level Augmenter feature

As a bonus action, choose an ally within 30 ft. of you that you can see. Their next attack is infused with blood magic. If the attack hits, it deals an extra 2d6 necrotic damage, and the target is Weakened until the end of their next turn. A Weakened creature has disadvantage on Strength-based ability checks and saving throws, and its Strength-based melee attacks deal half damage.

 

Reaver

You have chosen to pursue the path of bloodlust and rage, using your blood magic to afflict your enemies with terrible conditions and turn their own blood against them. The path of the Reaver is the most obvious path of the three specializations that will hint at the source of your power, as your abilities will cause your eyes to bleed, giving you a distinct look. If a member of the Sorcerer's Cabal witnesses you in action, it will be blatantly obvious what you truly are.

 

Reaver Magic

2nd-level Reaver feature

You learn additional spells when you reach certain levels in this class, as shown on the Reaver Spells table. Each of these spells counts as a bloodmarker spell for you, but it doesn’t count against the number of bloodmarker spells you know.

Bloodmarker Level Spells
2nd Bane, Ray of Sickness
4th Blindness / Deafness, Ray of Enfeeblement
6th Bestow Curse, Vampiric Touch
8th Blight, Confusion
10th Cloudkill, Contagion
 

Sanguine Intensity

2nd-level Reaver feature

While you are at or below half hit points, when one of your blood spells damages a creature, you can intensify it, turning it into a critical hit. You can do this a number of times equal to your Constitution modifier. You regain all expended uses after finishing a long rest.

 

Toxicity

6th-level Reaver feature

Your blood becomes toxic. When you are hit with a melee attack, the attacker must make a Constitution saving throw. On a failed save, the attacker is poisoned for 1 minute as your blood splashes on them. This feature can be used a number of times equal to your Constitution modifier. You regain all expended uses after a long rest. Has no effect on creatures immune to poison.

 

Blood Debt

10th-level Reaver feature

As a bonus action, mark a creature you can see within 60 ft. The next time that creature damages an ally before the end of your next turn, the victim's blood lashes out, dealing necrotic damage equal to half the damage the attacker dealt back to the attacker. You can use this feature a number of times equal to your Constitution modifier. You regain all expended uses after a long rest.

 

Boiling Blood

14th-level Reaver feature

As an action, you can force a creature you can see within 60 ft. to make a Constitution saving throw. On a failed save, their blood begins to boil, dealing 4d10 necrotic damage and afflicting them with disadvantage on attacks and saving throws until the end of your next turn. On a successful save, the target takes half damage and suffers no disadvantage.

 

Mender

You have chosen to pursue the path of healing, using your blood magic to cleanse your allies of their afflictions and close their wounds. This path is less obvious than a Reaver, but more obvious than an Augmenter, when relating to the source of your power. There are no visual cues to your blood manipulation like a Reaver, but a Cleric or Paladin will realize that your magic is different from theirs.

 

Mender Magic

2nd-level Mender feature

You learn additional spells when you reach certain levels in this class, as shown on the Mender Spells table. Each of these spells counts as a bloodmarker spell for you, but it doesn’t count against the number of bloodmarker spells you know.

Bloodmarker Level Spells
2nd Cure Wounds, Detect Poison and Disease
4th Lesser Restoration, Warding Bond
6th Mass Healing Word, Revivify
8th Death Ward, Stoneskin
10th Greater Restoration, Mass Cure Wounds
 

Lifeline

2nd-level Mender feature

When an ally within 30 ft. of you drops to 0 hit points, but isn't killed outright, you can use your reaction to allow them to drop to 1 hit point instead. You can use this ability once per short rest.

 

Blood Harvest

6th-level Mender feature

When a Medium or larger creature within 30 ft. of you is killed, you can use your reaction to drain them of their blood, healing a number of allies equal to your Constitution modifier within 30 ft. of you for 1d10 hit points. You can use this feature a number of times equal to your Constitution modifier, and you regain all expended uses after a long rest.

 

Blood Remedy

10th-level Mender feature

When you heal an ally with any of your spells or abilities, you can also end one condition afflicting them (blinded, deafened, paralyzed, or poisoned).

 

Blood Exchange

14th-level Mender feature

As an action, you can sacrifice your own health to heal another. Transfer up to half of your current hit points to a creature within 30 ft., healing them for the amount sacrificed.

LevelPlasma ReserveClass FeatureCantrips KnownSpells Known- SpellSlotsPerSpellLevel -
1st2nd3rd4th5th
1st1Blood Magic, Bloodmark2------
2nd2Sanguine Art, Bloodweaving222---
3rd3Blood Purity, Blood Renewal2332---
4th4Ability Score Improvement3433---
5th5Blood Catalyzation, Additional Transfusion35432--
6th6Sanguine Art Feature36433--
7th7-374331-
8th8Ability Score Improvement, Additional Transfusion384332-
9th9-3943331
10th10Sanguine Art Feature41043332
11th11Additional Transfusion41043332
12th12Ability Score Improvement41143332
13th13Blood Flow41143332
14th14Sanguine Art Feature, Additional Transfusion41243332
15th15-41243332
16th16Ability Score Improvement41343332
17th17Additional Transfusion41343332
18th18Blood Aegis41443332
19th19Ability Score Improvement41443332
20nd20Sanguine Exaltation, Additional Transfusion41543332

Created by

packetpirate.

Statblock Type

Class Features

Link/Embed