Bloodsmith (5e Artificer Specialist)
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The Bloodsmith subclass is part of the Z's Blood Magic sourcebook, and uses the mechanics and features presented therein.
Artificer Level |
Proficiency Bonus |
Hemocraft Die |
Rites | Sacrifice Points |
Sacrifice Limit |
Mutagen Formulas | |
---|---|---|---|---|---|---|---|
Sacraments Known |
Rites Known | ||||||
3rd | +2 | (1)d4 | 1 | 2 | 1 | 1 | 3 |
4th | +2 | (1)d4 | 2 | 3 | 1 | 1 | 3 |
5th | +3 | (2)d4 | 2 | 3 | 1 | 1 | 4 |
6th | +3 | (2)d4 | 2 | 3 | 1 | 1 | 4 |
7th | +3 | (2)d4 | 2 | 4 | 1 | 1 | 4 |
8th | +3 | (2)d4 | 2 | 4 | 1 | 1 | 4 |
9th | +4 | (2)d4 | 2 | 4 | 1 | 1 | 5 |
10th | +4 | (2)d4 | 2 | 5 | 2 | 1 | 5 |
11th | +4 | (3)d4 | 2 | 5 | 2 | 1 | 5 |
12th | +4 | (3)d4 | 2 | 5 | 2 | 1 | 5 |
13th | +5 | (3)d6 | 3 | 6 | 2 | 2 | 5 |
14th | +5 | (3)d6 | 3 | 6 | 2 | 2 | 5 |
15th | +5 | (3)d6 | 3 | 6 | 2 | 2 | 6 |
16th | +5 | (3)d6 | 3 | 7 | 2 | 2 | 6 |
17th | +6 | (4)d6 | 3 | 7 | 2 | 2 | 6 |
18th | +6 | (4)d6 | 3 | 7 | 2 | 2 | 6 |
19th | +6 | (4)d6 | 4 | 8 | 3 | 2 | 6 |
20th | +6 | (4)d6 | 4 | 8 | 3 | 2 | 6 |
Contents
Tool Proficiency
When you adopt this Artificer Specialization at 3rd level, you gain proficiency with Alchemist's Supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Blood Focus
When you cast an Artificer spell that requires a material component, you can choose to lose 1 hit point in order to ignore that component, unless it has a monetary value greater than 1 gp. If the material costs 1gp or more, you can choose to lose hit points equal to one roll of your Hemocraft Die for every 25gp of the component's cost, to a minimum of one roll of your Hemocraft Die for a material component that costs 25gp or less.
Sanguine Lore
When you select this Artificer Specialization at 3rd level, you gain access to a few special rites of Hemocraft magic. Your power comes from harming yourself, a sacrifice you begrudgingly or gleefully make each day in order to unleash your ability. This Hemocraft is represented by a Hemocraft Die, which begins as a d4, and increases in size as you grow stronger and able to endure greater sacrifice, as shown on the Hemocraft Die column of the Bloodsmith table.
Hemocraft
At 3rd level, you gain the Hemocraft ability, allowing you to harm yourself to unleash ancient power, as is your birthright. You gain a Hemocraft Die, which you may use to Rend yourself in order to activate your blood magic; This also grants you a handful of Sacrifice Points that you may use to fuel your Hemocraft abilities. Additionally, you gain access to Corpse Magic, allowing you to manipulate the blood of the recently departed as well as your own.
When you reach your 5th character level, when you Major Rend, you may roll your Hemocraft Die twice, totaling the results. This increases to 3 rolls when you reach your 11th character level, and to 4 rolls when you reach your 17th character level.
You may add one-third (Rounded down) of your Artificer levels to your total Hemocraft level for the purposes of determining the size of your Hemocraft Die, and the number of Sacrifice Points you possess.
Bloodborne Sacraments
You learn how to use your blood to perform sacred - Or profane - Rites of hemocraft magic, awakening a primal connection within yourself, binding a magical force to your blood. You can unleash this force sparingly by merely living, but spilling your blood amplifies it further.
When you select this Artificer Specialization at 3rd level, you gain access to a small number of Bloodborne Sacraments, from which you may learn a handful of Sanguine Rites, powerful invocations of blood magic that your can use by consuming your life force. The first Sacrament you learn must be a Basic Sacrament, but once you've learned a Basic Sacrament (Either from levels in a Hemocraft class, or from another source, such as the Hemocraft Initiate feat or the Hexborne Blessing of a Durlaanar), you may learn Advanced Sacraments. The number of Sacraments you may gain access to and the number of Rites you may learn from those Sacraments are both detailed in the Rites section of the Bloodsmith table above.
Each time you gain an Artificer level, you may replace one Rite you know with another Rite you qualify for from one of your Sacraments.
Hemocraft Ability
Some blood magic abilities, such as Sanguine Rites, may require you to make an attack roll, or force a target to make a saving throw. Intelligence is the ability you use for your Bloodsmith Hemocraft. You use your Intelligence whenever an ability refer to your Hemocraft ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Hemocraft ability you use, and when making an attack roll with one.
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.
Hemocraft attack modifier = your proficiency bonus + your Intelligence modifier.
Mutative Alchemy
At 3rd level, you begin to learn the art of blood alchemy, gleefully experimenting with formulae to transform yourself further. You gain proficiency with Alchemist's Supplies if you do not already possess it, and you learn 3 Mutagen formulas of your choice. You learn an additional Mutagen formula at 5th, 9th and 15th levels. You must meet a Mutagen's prerequisites in order to learn its formula; When a Mutagen formula has a level prerequisite, your Barbarian level must meet or exceed that prerequisite.
Additionally, when you gain a level in this class, you can choose one of the formulas you already know and replace it with a new mutagen formula.
Crafting Mutagens
At 3rd level, at the end of a short or long rest, you can craft a single Mutagen for which you know the formula. At 9th level, you can create 2 Mutagens at the end of a rest, increasing to 3 at 15th level.
Mutagens are formulated for your unique biology, playing off of your specific brand of supernatural taint; Thus, when imbibed by anyone but you, they simply sicken the creature (Forcing it to make a Constitution save against your Hemocraft DC, becoming Poisoned for 1 round on a failed save), and give them no benefit. Additionally, your Mutagens are extremely unstable by nature, losing their potency over time; When you finish a short or long rest, any unused Mutagens you've created become inert.
Using Mutagens
As a bonus action, you can imbibe one Mutagen; You gain the Mutagen's benefit - And suffer its side effects - Until you finish a short or long rest, unless the Mutagen specifies otherwise.
While one or more Mutagens are affecting you, you can use an action to focus and flush the toxins from your system, making a Constitution saving throw against your Hemocraft save DC; On a successful save, you end the effects and side effects of all mutagens that were affecting you.
Cardinal Virtue
At 3rd level, your life force manifests a helpful affinity. You gain one Virtue of your choice, chosen from the following. Each Virtue grants you a feature when first obtained, and another feature when you reach 9th level in this class.
Purity of Flesh
While wearing no armor, your AC equals 10 + Your Dexterity modifier + your Constitution modifier; You can use a shield and still gain this benefit. This does not stack with Unarmored Defense - You use the highest AC value. Additionally, while wearing no armor, you possess a Barrier with 0 hit points, and a maximum number of hit points equal to your Constitution modifier (Min 1); While this Barrier is active, each time you begin your turn while not as 0 hit points, your Barrier regains one hit point. The Barrier lasts until you don armor, and reactivates whenever you doff armor.
Additionally, your unarmored AC increases by +1 whenever you are Bloodied, by +2 whenever you are Wounded, and by +3 whenever you are Critical.
Armory of Blood
You gain proficiency with heavy armor.
Additionally, you can break down metallic armor and weapons, storing them in your blood until you need them. At the end of a long rest, you can absorb a suit of armor you are proficient with, provided the armor is composed almost entirely of metal. You can also absorb weapons that would fit in your hands - One two-handed weapon, two one-handed weapons, or one one-handed weapon and one shield. These must also be weapons/shields you are proficient with, and they must also be composed mostly of metal. Thereafter, you can use your action to summon and equip the weapons and armor you've stored in your blood, or to store them away again. If you absorb a new piece of equipment in this way, it replaces the old item, and the old item is released harmlessly into your grasp; If the item you are replacing is a one-handed weapon, you must choose which of the previous handheld items you want to replace with the new item.
Sardonyx Mind
Your mind is reinforced with the strength of your blood magic, giving you a smidgen of psychic power. You can telepathically speak to any creature you can see within 30ft of you; You need not share a language with the creature, but it must understand at least one language for it to understand your messages. The creature gains no ability to telepathically respond, however.
Additionally, you can Minor Rend to saving throws against effects that inflict the Frightened or Charmed condition. When doing so, if you succeed on the save, you can also choose to deal Psychic damage, equal to the Rend Bonus of that Minor Rend, to the creature that forced you to make that saving throw; For example, if you lost 11 HP to your Minor Rend, the Rend Bonus would be +3, thus granting you a +3 bonus on that save, and, if you succeed, dealing 3 points of Psychic damage to the creature that forced you to make that save.
Cruorwrought Creature
You learn the Find Familiar spell, and can cast it as a ritual; Constitution is your spellcasting ability. Your familiar takes on a reddish tint (Or a different tint resembling that of your character's blood, as appropriate), and if slain, dissolves into a puddle of blood; In addition to the usual forms a familiar can take, the Imp, Quasit, Pseudodragon, Sprite, Stirge, and Flying Sword are added to the list of forms you may choose from when summoning your familiar. Whenever you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
Mutagenic Infusion
Beginning at 5th level, when you apply one of your Infusions to an item, you can choose to combine it with a Mutagen Formula, provided the Infusion requires attunement. In doing so, you can grant your Mutagens to other creatures, in the form of a Mutagenic Infusion.
When a creature attunes to an item bearing a Mutagenic Infusion, it can use a bonus action to gain the benefits - And side effects - Of the infused Mutagen, for 1 hour. The creature does not become sickened by the Mutagen when it is used in this way. Once this benefit of the Mutagenic Infusion is used, it cannot be used again until the attuned creature finishes a Long Rest.
Additionally, you can create items from your own blood in order to infuse them. In order to create such an item, you lose 1 hit point if the item costs less than 1gp. If the item costs 1gp or more, creating it causes you to lose hit points equal to one roll of your Hemocraft Die for every 25gp of the component's cost, to a minimum of one roll of your Hemocraft Die for a material component that costs 25gp or less.
Greater Virtue
At 9th level, the Cardinal Virtue you chose at 3rd level improves. You gain one of the following benefits, based on your chosen Virtue:
Greater Purity of Flesh
When you take nonmagical Bludgeoning, Piercing or Slashing damage that isn't dealt by a silvered weapon, you can use your reaction to Major Rend; This reduces the triggering damage by 3 points for every point of Rend bonus granted by that Major Rend. If the attacker that triggered this ability is within 5ft of you, as part of this reaction, you can choose to deal damage to them equal to the Rend Bonus granted by that Major Rend, as your lost blood temporarily forms blades, spikes or armored plates; This damage is nonmagical Bludgeoning, Piercing or Slashing damage (Your choice at the time of activation). You can perform this reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses at the end of a Long Rest.
Greater Armory of Blood
You gain the ability use your reaction to summon your Armory of Blood faster in times of great need, at the cost of harming yourself, in the following two ways:
- As a reaction in response to being targeted by an attack from an attacker you can see, you can Minor Rend to summon your Armory of Blood before the attack is resolved, and you may add the bonus to your AC against the triggering attack.
- When a creature provokes an Attack of Opportunity from you, you can choose to summon your Armory of Blood before making the attack, as part of the same reaction. To do so, you must Minor Rend, and, if the Attack of Opportunity hits, you can add the Rend Bonus to the damage dealt by the attack.
You can summon your Armory of Blood in either these two ways a combined number of times equal to your Proficiency Bonus, and you regain all expended uses at the end of a Long Rest. When you summon your Armory of Blood in either of these two ways, the first Blade of Blood attack you make before the end of your next turn does not cause you to lose hit points to its Major Rend.
Greater Sardonyx Mind
You can, as an action, Minor Rend to force a single creature you can see within 30ft of you to make a Wisdom saving throw against your Hemocraft save DC. If they succeed, they suffer Psychic damage equal to one roll of your Hemocraft Die per point of Rend Bonus of that Minor Rend. If they fail, they are Charmed by you or Frightened of you (Your choice) for a number of rounds equal to the Rend Bonus of that Minor Rend; For example, if a 9th-level Cardinal lost 15 HP to their Rend, the target would be Charmed or Frightened for 4 rounds, or take 4d6 points of Psychic damage. A target that fails its save is allowed another save at the beginning of their turn each round to break free from the effect. You can use this action a number of times equal to your Proficiency Bonus, and you regain all expended uses at the end of a Long Rest.
Greater Cruorwrought Creature
You gain the following benefits, relating to your Familiar:
- When you activate a Sign, Benediction or Malison, if your familiar is within 100ft of you, you can choose for it to deliver the effects of that Rite, causing the effect to originate from your familiar instead of from you. Your familiar must use its reaction in order to do so. If you Rend as part of activating that Sign, Benediction or Malison, you still lose the corresponding amount of hit points, not your familiar. This ability can be used in conjunction with your Extra Attack feature, but you can still only replace one attack per round with a Sign, Benediction or Malison, regardless of whether its effects originate from you or your familiar.
- Additionally, when you cast Find Familiar with this feature, you can choose to Minor Rend yourself as part of casting; If you choose to do so, the casting time is reduced to a bonus action, the spell does not require a material component for that casting, and the familiar gains a Barrier for 1 minute; Its current and maximum hit points are equal to 5 times the Bonus of your Minor Rend. You can cast the spell in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses at the end of a Long Rest.
Abominable Alchemy
Beginning at 15th level, your body has adapted to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.
In addition, your Mutagenic Infusions no longer cause the side effects.
Finally, you can end one or more infusions as a bonus action. When you do, you gain 1 Leech Point for each infusion ended in this way. You can possess a number of Leech Points at one time up to one-half of your Hemocraft level (Rounded down), and any unspent Leech Points are lost when you finish a Long Rest.
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