Sacrificer - Homebrew prototype (Help me, please?)
Hello everyone, I need your opinion. I am creating a class with Hemocraft, blood magic. So far, I’ve seen classes like the Blood Hunter, Blood Mage, and others that have tried to use this type of magic, and all of them have issues. Either they are too weak, too strong, or the abilities are too costly to use—either way, I didn’t like them. Here is my version of a blood magic class, the Sacrificer.
Note: This is very incomplete, I'm just posting it to get feedback from everyone, please leave your comments.
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There are many types of wizards and spellcasters, but few dedicate their lives to being on the front lines. The blood lost and the pain caused by enemies will become power and healing for the Sacrificer.
"The sacrifice is never in vain."
Sacrificer
Hit Points at Level 1: 12 + Constitution modifier
Hit Dice: 2d6 per level
Proficiencies: All simple weapons, light armor, one artisan’s tool (chosen by the player)
Saving Throws: Intelligence, Charisma
Skills: (Choose 3): Medicine, Athletics, Arcana, History, Insight, Survival
Equipment: (Still deciding, for now, refer to the Fighter’s options)
Blood Dice: Converts damage into power. For every 10 hit points lost, you gain 1 Blood Die (1d6). The accumulated Blood Dice are lost after a long rest.
Destroyed Flow (Lv1): Spend 1 Blood Die to enhance your melee attack. Add the Blood Die value to your attack roll, and half of the damage (rounded up) is returned to you as healing.
Satiate Flow (Lv1): As a bonus action, you can spend a number of Blood Dice up to your level to recover hit points. At level 3, you can use this ability on any ally you can touch.
Spellcasting - Hemocraft (Nv2): You have studied the art of Hemomancy and learned to transform your blood into a vessel for magic, but first, you must make the sacrifice. As a Sacrificer, you gain access to spells of level 1 through 5 and one spell slot for each level (5 slots in total), which are recovered after a long rest.
Hemocraft allows you to transform Blood Dice into spell slots, with each die being equivalent to one slot (2 dice for a 2nd-level slot, 4 dice for a 4th-level slot). Alternatively, you can transform spell slots into Blood Dice at the same value ratio. You cannot spend more than 5 dice to create a slot.
Restorative Flow (Lv2): During a short rest, you recover double the total value in life.
Fighting Style (Lv3): (A list, still to be decided, choose 1)
Subclass - Infusion (Lv3): (I haven't decided yet, I have several ideas, nothing finalized. One of them is that the Sacrificer's blood would contain a type of energy, such as Radiant, Fire, Ice, Necrotic, etc., depending on the subclass. You would use a Blood Die to activate this element and deal damage to those who attack you.)
Ability Score Improvement (Lv4): Increase one attribute by 2 or two attributes by 1. (Available at levels 4, 8, 12, 16, 19)
For now, this is it. I still want to create two more abilities for levels 6 and 10, but I have various options, nothing too interesting yet. I'll leave a list of possible abilities below. There are no defined levels, so the abilities range from very strong to weak. (If I don't use them in the main class, I can modify them to use in the subclass, or not use them at all, depending on how the class progresses).
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Resilience: Gain resistance to non-magical slashing and piercing damage. If you are suffering from the Bleeding condition, it ends before the damage brings you to 0 hit points.
Blood Manipulator: If an enemy has fewer hit points than your level + Con modifier + Int modifier, you can spend a Blood Die to force them into an action. They become immobilized, throw themselves on the ground, or make an attack against an ally or themselves.
Divine Blood: At the start of your turn, if you have taken damage, you recover hit points equal to the value of your Blood Dice + Int modifier. This can happen a number of times equal to half your level (rounded down).
Death Flow: When an enemy dies near you, you absorb their blood. You gain a Blood Die and recover hit points equal to your Constitution modifier + Intelligence modifier. You can use this feature a number of times equal to your Constitution modifier.
Blade of Flow: You can summon a weapon crafted from Blood Dice.
- The weapon’s damage equals the amount of Blood Dice spent to create it (maximum 5)
- The weapon lasts for 1 minute, and you are proficient with it.
- If you are unarmed, the weapon returns to your hand at the start of your turn.
- You can store the weapon inside your body and summon it to your hand without using an action.
- The weapon dissipates if it gets more than 10 feet away from you.
- Anyone trying to wield your weapon takes damage equal to 1 Blood Die per turn and has disadvantage on attack rolls with it.
- You can use this feature a number of times equal to your Int modifier, and it recharges after a long rest."
Living Flow: You can create claws from your hardened blood. Spend 1 Blood Die, and for 1 hour, your unarmed attacks become 1d6 damage. Additionally, you gain climbing speed equal to your movement speed and have advantage on checks that would leave you prone (for those who didn’t understand, the claws on your feet help you stay grounded). I want to add other options to this ability, like Venom’s tendrils.
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For now, this is it. I want to finish the abilities up to level 10 and at least create 2 subclasses to have a usable character sheet and test how it performs in various situations (feel free to suggest ideas for that as well, I’d really appreciate it). What do you think? Is it interesting? Weak? Strong? Is it too similar to other classes? Everything is valid, I’m really excited to finish this class now. Anyone who wants to use the rules I’ve created so far, feel free to do so.
Posted Mar 12, 2025, 8:00 PM UTC