
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies. You must have a Dexterity and Charisma score of 13 or higher in order to multiclass in or out of this class.
Skills: Choose two from skills: Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception, Persuasion, and Survival.
Tools: Choose one type of artisan's tool or one musical instrument. Weapons: Simple weapons, glaives, halberds, longswords, pikes, rapiers, shortswords, whips. Armor: Light armor, Medium armor, Shields. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Skywatcher level after 1st. Hit Points at 1st Level: 8 + your Constitution modifier. Were you a soldier, training for the chance to become the most elite of mounted combatants? Were you a devotee of a deity of the winds, searching for a way to become closer to your god? Perhaps you found yourself with an unusual connection to animals and nature, approaching beasts not as a master but as an equal?Īs a Skywatcher, you gain the following class features. As you create a Skywatcher, consider what calls you to the skies. While some Skywatchers tie themselves to military forces, the life of a Skywatcher is often a nomadic one, well suited to the travels of adventuring. Most stuff, such as what, exactly? With specifics we can narrow in on some mechanics.Darting Blow, Fighting Style, Rallying Commandīorn to the Sky, Skywatcher's Bond, SwiftwingsĪbility Score Improvement, Slow Fall, Martial Versatility (Optional)Ībility Score Improvement, Martial Versatility (Optional) but the tricky part is that it's technically a homebrew class that only exists on DnDBeyond because of their Critical Role sponsorship. Wtfdndad is correct that some version of Blood Hunter is probably the best way to accomplish that. They somehow harm themselves in a way that empowers their spells, usually by cutting themselves and using their own blood as fuel for magic. I don't know if this is exactly what the OP had in mind, but in most stuff I see a "Blood Mage" is basically a spellcaster who casts from their HP. That's just a limitation you can place on yourself.īut if you're looking to replicate or interpret something that already exists, you'll need to be more specific. Maybe their magic only works when they're bleeding, or only works on other people who are bleeding, or only works on targets that have blood. Maybe they do magic that's sort of thematically related to blood, in which case you could probably reflavor some water spells like Tidal Wave along with anything that deals necrotic damage. Or maybe they can use blood for magic - there's a few existing spells, I think, that use blood as a component. If we're just using our imaginations to define our goal here, then maybe the blood mage is someone who has magic blood - aka a Sorcerer. Is this from another game? Are we just doing word-association from the phrase "blood mage"? I don't even know what a "blood mage" is. so in that case you don't have traditional "sorcery points", but rather your Sorcery Points represent how much of your own blood you can spend on your magic before it becomes harmful to yourself. In that case I would just reflavor Sorcery Points specifically as being what employs blood.
It can be a little ridiculous to say that you're throwing blood at enemies round after round without taking any damage yourself.Īn alternative is to go with Sorcerer. There's a lot you could do with reflavoring, but it will still lose out on the major feature that I think most Blood Mage concepts rely on, which is being able to harm your character as a means of either casting spells or improving your spellcasting. Grab Acid Splash as your go-to damaging cantrip, which is basically just hurling acidic blood at an enemy.
Like, for your experimental elixir, it's not simply a potion you made. I'd probably go with an Alchemist Artificer with experimental elixirs and other features reflavored as being blood magic.
Monstrous Compendium Volume One: Spelljammer Creatures