Class - The Maleficar

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The Maleficar

The Maleficar

Chuckling as he spills his own blood over an ominous greatsword in the darkness of the dungeon, a half-orc smiles to himself, knowing that the cost for his martial might is worth every drop.

A spindly, elderly hooded human approaches a set of golden armored guards, cursing under his breath. Suddenly, his nose bleeds, and the guards scream in pain as their lifeforce is siphoned away from them. The man examines the temple they were guarding, far more youthful than before.


Crouching behind a dark corner, the pale elf looks regretfully at the vagrant entering the alley. She resents what she is doing, but she needs the power to succeed.


Whether their intentions are noble or malevolent, those labeled Maleficars have overstepped the bounds of morality to fulfill their goals. Thanks to the sacrifice of their principals, these dark scholars can harness great magical power to destroy and debilitate their foes, at the cost of their own fragile bodies.

Forbidden For a Reason

Those who are branded as maleficarum are often branded with good reason, as its foul promises of power are nearly impossible to resist, even by those who dabble. Each maleficar must struggle with their desire for power and most have already failed, though it is not impossible to use blood magic without becoming a complete, apathetic monster. All these hemomancers share one common trait however, they are hated and reviled by all who know of their dark practices, be they powerful archmages or the common rabble. This means that many blood mages can only dream of practicing it openly, leading them to dwell deep underground where society will never find them.

Power at a Price

Blood magic is undeniably powerful, far more so than traditional practices. It is also, undeniably self destructive, with most maleficars fizzling out long before their due time, often very painfully. Because of this, most maleficars care not for there lifespan or have become so caught up in their pursuits that they forget it entirely. Still, blood mages that survive long enough to reach the apex of their power will change the world forever, for good or ill.

Creating a Maleficar

Creating a Maleficar focuses on one main loss that all of them share. All failed against the temptations of blood magic, and nearly all of them have suffered for it. How did your Maleficar discover blood magic? How where they discovered? What punishment did they receive? Do they even have a plan on what to use their blood magic for? Or have they already fallen to villiany like so many others before them?








































Quick Build

You can make a maleficar quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage or haunted one background. Third, choose the bloodspear, toll the dead, and prestidigitation cantrips, along with the following 1st-level spells: inflict wounds and charm person.

The Maleficar
Level Proficiency Bonus Features Crimson Power Die Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Crimson Power, Forbidden Study d4 3 3 2
2nd +2 Blood Magicks d4 3 4 3
3rd +2 Altered Blood flow d4 3 5 4 2
4th +2 Ability Score Improvement d4 4 6 4 3
5th +3 Deep Red Renewal d4 4 7 4 3 2
6th +3 Forbidden Study feature d4 4 8 4 3 3
7th +3 d4 4 9 4 3 3 1
8th +3 Potent Bloodmagic,
Ability Score Improvement
d4 4 10 4 3 3 2
9th +4 d4 4 11 4 3 3 3 1
10th +4 Foul Endurance d4 5 12 4 3 3 3 2
11th +4 d6 5 13 4 3 3 3 2 1
12th +4 Ability Score Improvement d6 5 14 4 3 3 3 2 1
13th +5 d6 5 15 4 3 3 3 2 1 1
14th +5 Forbidden Study Feature d6 5 16 4 3 3 3 2 1 1
15th +5 Sacrificial Health d6 5 17 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement d6 5 17 4 3 3 3 2 1 1 1
17th +6 d8 5 18 4 3 3 3 2 1 1 1 1
18th +6 d8 5 19 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement d8 5 20 4 3 3 3 3 2 1 1 1
20th +6 Monstrous Maleficarum d8 5 22 4 3 3 3 3 2 2 1 1

Class Features

As a Maleficar, you gain the following class features:

Hit Points

Hit Dice: 1d8 per maleficar level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Maleficar level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Alchemist's supplies
Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Investigation, Medicine, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A dagger
  • One light weapon of your choice
  • (a) a Scholar's pack, or (b) a Dungeoneer's pack.
  • (a) a component pouch, or (b) arcane focus,
  • Alchemist's Supplies
  • 3 Vials of Blood

Spellcasting

Maleficars cast spells through their knowledge of forbidden and dark blood magicks. See chapter 10 for the general rules of spellcasting and the end of this document for the Maleficar spell list.

Cantrips

You know three cantrips of your choice from the spell list. You learn additional Maleficar cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Maleficar table.

Spell Slots

The Maleficar table shows how many spell slots you have to cast your spells of first level or higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the Maleficar spell list. The Spells Known column of the Maleficar table shows when you learn more Maleficar spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can pick a new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Maleficar spells you know and replace it with another spell from the Maleficar spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Maleficar spells. Your magic comes from your studies of blood magic and your own blood. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Maleficar spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a Maleficar spell as a ritual if that spell has a ritual tag.

Spellcasting Focus

You can use a dagger or an arcane focus (see chapter 5, "Equipment") as a spellcasting focus for your Maleficar spells.

Crimson Power

Starting at 1st level, you gain a well of power that you can use to siphon the lifeblood of others back into yourself. You gain a pool of d4s equal to 1 + your maleficar level. Once per turn you roll damage for a maleficar spell, you can expend dice from this pool. The maximum number of dice you can expend at once is equal to your Constitution modifier. One target of the spell or attack then takes necrotic damage equal to the roll, and you regain the same number of hitpoints. You regain all expended dice from your pool whenever you finish a long rest. The die used by this ability changes when you reach certain levels in this class, as shown on The Maleficar table.

Corrupted Arcana

Also strating at 1st level, your profane methods taint the way you can harness the weave forever. You cannot cast any spell that directly restores hitpoints to a creature i.e. cure wounds or healing word.

Forbidden Study

Beginning at 1st level, you delve into a specific brand of blood magic to fulfill your goals. Choose a Forbidden Study, which describes how you wield your dark arcana, detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, and 14th level.

Blood Magicks

Beginning at 2nd level, you learn how to use your own lifeblood to fuel your magical prowess. Whenever you cast a maleficar spell of 1st through 5th level, you can choose to power it using your blood, instead of expending a spell slot. You cast the spell, and then take necrotic damage equal to 5 times the spells level. This damage cannot be reduced by any means, and ignores any temporary hitpoints. There is a limit to the spells you can cast with this feature. Once you use this feature to cast spells with a combined level equal to your maleficar level, you cannot cast spells in ts manner until you finish a long rest. i.e. a level 5 maleficar can cast spells using this feature up to a combined level of 5.

Altered Blood Flow

Beginning at 3rd level, your control over blood enhances your own physicality. You gain a bonus to any Strength (Athletics) or Dexterity (Acrobatics) check you make. This bonus equals your Constitution modifier.

Deep Red Renewal

Beginning at 5th level, you learn to siphon the energies of the planes to refuel your blood magic. When you finish a short rest, you can choose to regain half of your Crimson Power dice from your pool (Rouded up). Once you use this feature, you cannot do so again until you finish a long rest.

Potent Blood Magic

Beginning at 8th level, you add your Constitution modifier to the damage you deal with any maleficar cantrip.

Foul Endurance

Beginning at 10th level, your extensive use of blood magic hardens your body. Whenever you roll hitdice during a short rest, you regain additional hitpoints equal to your maleficar level. Additionally, you gain resistance to necrotic damage, and your hitpoint maximum can't be reduced by any means.

Sacrificial Health

Beginning at 15th level, your body begins to crumble due to your abuse of horrid arcana. To counteract this, you learn the ability to use your dark power to drain the lives of others into yourself. For every 1 year that passes, you age 5 years. You can sacrifice a willing, charmed, restrained or incapacitated creature of your size or larger in a dark, excruciatingly painful ritual over the course of 24 hours, draining its blood into dark cadavers. At the end of the ritual, the creature is killed instantly and you get younger by up to 10 years.

Monstrous Maleficarum

Beginning at 20th level, you reach the apex of blood magic, gaining full mastery over the dark arts. There is no limit to the spells you can cast with your Blood Magicks feature, and any hitpoints you regain are doubled.

Forbidden Study: Blood of the Night

You have dedicated your lifeblood to the study of vampirism. This field of study deals with the soulless creatures of the night, and how they use their dark gifts to grant themselves supernatural agility and charm. Scholars who go down this path often end up working for or against powerful vampires, desperate to gain their knowledge, or their corpse.

Blood of the Night Features

Maleficar Level Feature
1st Vampiric Magic, Bloody Sustenance, Darkdweller's Boon
6th Moonlit Retreat
14th Taking Flight

Vampiric Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Vampiric Magic table. The spell counts as a maleficar spell for you, but it doesn’t count against the number of maleficar spells you know. These can't be replaced when you gain a maleficar level.

Maleficar Level Spell
1st sleep
3rd pass without trace
5th conjure animals
7th shadow of moil
9th *steel wind strike
11th wind walk

*When you cast this spell, you don't require material components.

Bloody Sustenance

Starting at 1st level, you ingest the blood of the vampire, receiving it's blessings and it's curses. You gain a climbing speed equal to your walking speed. Additionally, you have disadvantage on Wisdom (Perception) checks and any Charisma checks when you or the target of the check is in direct sunlight, as you flinch in response to the light of the heavens.

Darkdweller's Boon

Also at 1st level, your manipulation of your own blood allows you greater speed and alacrity. Whenever you cast a maleficar spell of 1st level or higher, you can Dash or Hide as a bonus action.
Additionally, you gain proficiency in Stealth and whenever you make a Stealth check, you gain a bonus to the check equal to your Constitution modifier.

Moonlit Retreat

Starting at 6th level, you can dissolve into a swarm of bats to evade harm. Whenever you take damage, you can use your reaction to take necrotic damage equal to your maleficar level. This damage cannot be reduced by any means, and ignores temporary hitpoints. Until the end of your next turn, you gain a flying speed of 30ft, you can move freely through other creatures spaces and you do not provoke attacks of opportunity.

Dark Delusions

Starting at 14th level, you gain greater control over the darkness, infusing it into your blood to fuel your magic. If you are hidden from a creature, it must subtract your Crimson Power die from any Saving throw against spells that you cast.

Forbidden Study: Blood of the Ancients

You have unearthed secrets on the ancients who's power rivals the gods, the primordials. These beings of unimaginable elemental power warred with the gods at the dawn of creation, ending with a stalemate that forced the creation of two earths. These beings are sworn enemies of the gods and as such, study of them is widely considered heresy. Some dragonborn scholars delve down this path, eager to learn the secrets of their world's creators.

Blood of the Ancients Features

Maleficar Level Feature
1st Primordial Magic, Blood of the Founders, Ancient Body
6th Fuel for the Fire
14th Elemental Ascension

Primordial Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Primordial Magic table. The spell counts as a maleficar spell for you, but it doesn’t count against the number of maleficar spells you know. These can't be replaced when you gain a maleficar level.

Maleficar Level Spell
1st earth tremor
3rd shatter
5th Fireball
7th wall of fire
9th Bigby's hand
11th primordial ward

Gift of the Founders

Starting at 1st level, your use of primordial magic allows you to alter your blood to resemble the mighty titans of old. Whenever you deal necrotic damage with a maleficar spell or maleficar class feature, you can change the damage it deals to either acid, cold, fire, lightning, or thunder damage. Additionally, you can speak, read and write Primordial.

Ancient Body

Also at 1st level, your body hardens to resemble the enduring majesty of the primordials. When you aren't wearing armor or holding a shield, you can calculate your AC as being 13 + your Constition modifier.
Additionally, you are permanently affected by the sanctuary spell against only elementals. If you make an attack or cast a spell that affects an elemental creature, that creature is not affected by the spell for the next 24 hours. Any elementals that make the Wisdom saving throw are also immune to it for 24 hours.

Fuel for the Fire

Starting at 6th level, you can sacrifice your own wellbeing to stoke the elements you wield. Whenever you see a spell cast within 60 feet of you that deals acid, cold, fire, lightning, or thunder damage, you can use your reaction to take necrotic damage equal to your maleficar level. This damage cannot be reduced by any means, and ignores temporary hitpoints. The spell then gain a bonus to one damage roll equal to your maleficar level.

Elemental Ascension

Beginning at 14th level, you take on part of the primordials ethereal form. As an action, you can cause your lower half to become elemental energy swirling in a cloud of blood. While this is active, you gain a flying speed equal to your walking speed and can hover. This form ends when you fall unconscious or when you choose to end it as an action.

Forbidden Study: Blood of the Faithful

You have chosen to delve into the nature of the upper planes. This path of research would usually be allowed, possibly even celebrated, but when one who has been branded as a blood mage sets it's sight on this wealth of knowledge, it is seen as the most sacrilegious of all studies. Blood mages of this study often seek to use the all powerful and benevolent energies of the gods in their own dark pursuits, twisting this once glorious energy to manipulate the divine laws of vengeance against those fighting in self defense, and to keep their flawed vessels intact.

Blood of the Faithful Features

Maleficar Level Feature
1st Heavenly Magic, Malignant Blessing, Holy Rebuttal
6th Divine Infusion
14th Unjust Retribution

Heavenly Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Heavenly Magic table. The spell counts as a maleficar spell for you, but it doesn’t count against the number of maleficar spells you know. These can't be replaced when you gain a maleficar level.

Maleficar Level Spell
1st sanctuary
3rd spiritual weapon
5th spirit guardians
7th guardian of faith
9th hallow
11th sunbeam

Malignant Blessing

Starting at 1st level, your perverse use of divine magic allows you to dissolve your blood into righteous fury. Whenever you deal necrotic damage with a maleficar spell or class feature, you can choose to deal radiant damage instead. Additionally, you can speak, read and write celestial.

Holy Rebuttal

Also at 1st level, you can invoke your own blood to call upon the protective nature of the heavens, with it's own sickly corruptions. Whenever you or an ally within 30 feet of you takes damage from a creature you can see, you can use your reaction to mark that creature with your lifeforce. You suffer necrotic damage equal to half your maleficar level (Rounded up). This damage cannot be reduced by any means, and ignores temporary hitpoints. The next time you damage that creature with an attack or spell, you deal additional radiant damage equal to your maleficar level + your proficiency bonus.

Divine Infusion

Starting at 6th level, your blood mingles with the energy of the upper planes, allowing you to gain more form it's usage. Whenever you regain hitpoints from your Crimson Power feature, you regain additional hitpoints equal to your proficiency bonus.
Additionally, when you damage the target of your Holy Rebuttal feature, it has disadvantage on it's next attack roll.

Unjust Retribution

Beginning at 14th level, your blood transmutes from liquid into pure celestial vengeance, striking out against those that harm you. Whenever a creature that you can see damages you with an attack or spell, it takes radiant damage equal to your Constitution modifier.

Forbidden Study: Blood of the Unworthy

You have focused your unseemly practices at the pursuit of physical and martial perfection. Although most warriors already view blood magic as disgusting, they especially despise those who use it for the purposes of possessing an unfair and, in their eyes, unearned mastery of combat. More worryingly, this is normally gained through scavenging or stealing the blood of fallen warriors. Many who study this forbidden art where once training for battle themselves, failing due to weakness, cowardice or both.

Blood of the Unworthy Features

Maleficar Level Feature
1st Spattered Weaponry, Redwave Smite
6th Bloodrage, Extra Attack
14th Crimson Champion

Bloodspilling Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Bloodspilling Magic table. The spell counts as a maleficar spell for you, but it doesn’t count against the number of maleficar spells you know. These can't be replaced when you gain a maleficar level.

Maleficar Level Spell
1st ensnaring strike
3rd branding smite
5th blinding smite
7th staggering smite
9th holy weapon
11th blade barrier

Spattered Weaponry

Beginning at 1st level, you ingest the blood of an ancient champion, gaining their martial prowess. You gain proficiency with martial weapons and medium armor. Additionally, over the course of a short or long rest, you can spend 1 hour pouring your own blood over a melee weapon, infusing it with your lifeforce and taking 1d4 necrotic damage. This damage cannot be reduced by any means. Until the end of your next long rest, you can use your Constitution score for attack and damage rolls with that weapon.

Redwave Smite

Also at 1st level, you can enchance your blows with your own crimson fury. Once per turn when you deal damage with a weapon attack, you can expend dice form your Crimson Power pool as if you were casting a maleficar spell.

Bloodrage

Beginning at 6th level, you can bleed yourself dry to throw yourself into a blood crazed frenzy. As a bonus action, you can fly into a Bloodrage. While in a Bloodrage, any melee attack you hit deals extra necrotic damage equal to your maleficar level, and you take necrotic damage equal to your maleficar level at the end of your turn. This damage cannot be reduced in any way, and ignores temporary hitpoints. Your Bloodrage lasts for 1 minute or until you end it as a bonus action.

Extra Attack

Also at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Crimson Champion

Beginning at 14th level, your use of blood rites grows even more powerful. While in a Bloodrage, you have resistance to bludgeoning, piercing and slashing damage.

Forbidden Study: Blood of the Dead

The study of undead is already frowned on by humanoid society. Combine it with blood magic however, and you can find yourself outcast even by fellow necromancers. Practitioners of this forbidden art are normally the most desperate, vile or unsettling that maleficarum has to offer, using their own lifeforce to desecrate the fallen with an unnatural lifeforce of their own.

Blood of the Dead Features

Maleficar Level Feature
1st Desecrating Magic, Blood of the Founders, Ancient Body
6th Fuel for the Fire
14th Sparking Veins

Desecrating Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Desecrating Magic table. The spell counts as a maleficar spell for you, but it doesn’t count against the number of maleficar spells you know. These can't be replaced when you gain a maleficar level.

Maleficar Level Spell
1st false life
3rd gentle repose
5th animate dead
7th death ward
9th danse macabre
11th create undead

Minor Reanimation

Starting at 1st level, you can infuse your blood into the petty scraps of the departed. You can touch a disembodied hand as an action, and take necrotic damage equal to your crimson power die (Which can't be reduced by any means) to turn it into a Crawling Claw. The Crawling Claw lasts until destroyed and follows your orders and it takes it's turn directly after you in combat. You can only have a number of Crawling Claws equal to your proficiency bonus. If you try to exceed this limit, the oldest claw dies.

Instinctual Fear

Also at 1st level, even the cursed dead are repulsed by your foul nature. Any undead can understand you when you speak, regardless of language and when you are damaged by an undead creature, you can use your reaction to cause it to make a Wisdom saving throw against your maleficar spell save DC. On a failure, it is frightened of you until the end of your next turn. Undead with an intelligence of 7 or higher are immune to this ability. Once a creature succeeds on this saving throw, it is immune to this feature for 24 hours.

Sacrifice of the Master

Starting at 6th level, you can use your own corrupted plasma to give life to your minions. As an action, you can pull your blood out of your veins into your reanimated servants. You take necrotic damage equal to your maleficar level. This damage cannot be reduced by any means, and ignores temporary hitpoints. Any summoned undead that you control then gain temporary hitpoints equal to your maleficar level + your Constitution modifier. While they have these temporary hitpoints, they can add your proficiency bonus to their attack and damage rolls.

Sickening Lifeline

Beginning at 14th level, your symbiosis with your minions reaches new heights. Whenever one of your minions die, you can use your reaction to take necrotic damage equal to your proficiency bonus, which can't be reduced in any way, and ignores temporary hitpoints. Your minion then reanimates with 1 hitpoint.

Forbidden Study: Blood of the Herd

You have chosen to focus your perverse magics on the manipulation of the flock, the domination of the lesser minded. This is particularly dangerous as the more power this path takes you, the higher the risk of your dark fuel being found, and your following execution. Those who study this art usually have prosperous, short lived careers as politicians, monarchs, cult leaders and barons, and quite often have delusions of grandeur far above their station.

Blood of the Herd Features

Maleficar Level Feature
1st Exploitative Magic, Bloodied Tonque, Sanguine Superiority
6th Bleeding Heart Appeal
14th Puppet Master

Manipulative Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Manipulative Magic table. The spell counts as a maleficar spell for you, but it doesn’t count against the number of maleficar spells you know. These can't be replaced when you gain a maleficar level.

Maleficar Level Spell
1st command
3rd phantasmal force
5th enemies abound
7th charm monster
9th dominate person
11th mental prison

Bloodied Tongue

Starting at 1st level, your quick wit and tongue is enchanced by your controlling incantations. Whenever you make a Charisma check, you can choose to use your Constitution modifier in place of your charisma modifier. Additionally, you gain proficiency in either Deception, Intimidation, Performance or Persuasion.

Sanguine Superiority

Also at 1st level, the ego boost granted from controlling others protects you from the same fate. While a creature other than you is under the effect of one of your maleficar spells from the schools of Enchantment or Illusion that you are concentrating on, you are immune to the charmed and frightened conditions.

Bleeding Heart Appeal

Starting at 6th level, your distaste for defiance pushes your manipulation to new heights. Whenever a creature succeeds on a saving throw against a maleficar spell from the school of Enchantment or Illusion that you cast, you can use your reaction to take necrotic damage equal to your maleficar level to give them disadvantage on the initial saving throw. This damage cannot be reduced by any means, and ignores any temporary hitpoints.

Puppet Master

Beginning at 14th level, your growing dismissal of your enemies inspires you to use the weak against them. When a creature that you can see hits you with an attack, you can use your reaction to swap places with a creature under the effect of one of your maleficar spells from the schools of Enchantment or Illusion that is within 60 feet of you, causing the attack to miss you and hit that creature instead.

Maleficar Spell List

Cantrips (0 Level)
  • Bloodspear
  • Chill Touch
  • Dancing Lights
  • Friends
  • Frostbite
  • Guidance
  • Infestation
  • Lightning Lure
  • Mage Hand
  • Message
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Primal Savagery
  • Ray of Frost
  • Shape Water
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead
1st Level
  • Absorb Elements
  • Bane
  • Cause Fear
  • Charm Person
  • Chromatic Orb
  • Comprehend Languages
  • Create or Destroy Water
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Expeditious Retreat
  • False Life
  • Fog Cloud
  • Heroism
  • Ice Knife
  • Identify
  • Inflict Wounds
  • Ray of Sickness
  • Silent Image
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Alter Self
  • Animal Messenger
  • Augury
  • Blindness/Deafness
  • Calm Emotions
  • Cloud of Daggers
  • Crown of Madness
  • Dragon's Breath
  • Enhance Ability
  • Enlarge/Reduce
  • Enthrall
  • Gentle Repose
  • Hold Person
  • Lesser Restoration
  • Levitate
  • Locate Object
  • Misty Step
  • Protection from Poison
  • Ray of Enfeeblement
  • Shadow Blade
  • Silence
  • Spider Climb
  • Suggestion
  • Web
  • Zone of Truth
3rd Level
  • Bestow Curse
  • Blink
  • Call Lightning
  • Catnap
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Erupting Earth
  • Fear
  • Feign Death
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Life Transference
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Remove Curse
  • Revivify
  • Slow
  • Speak with Dead
  • Summon Lesser Demons
  • Tidal Wave
  • Vampiric Touch
  • Wall of Water
4th Level
  • Aura of Life
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Control Water
  • Death Ward
  • Dimension Door
  • Divination
  • Evard's Black Tentacles
  • Freedom of Movement
  • Giant Insect
  • Ice Storm
  • Phantasmal Killer
  • Polymorph
  • Storm Sphere
  • Summon Greater Demon
  • Watery Sphere
5th Level
  • Antilife Shell
  • Circle of Power
  • Conjure Elemental
  • Contact Other Plane
  • Dispel Evil and Good
  • Dominate Person
  • Dream
  • Enervation
  • Far Step
  • Geas
  • Greater Restoration
  • Hallow
  • Hold Monster
  • Infernal Calling
  • Insect Plague
  • Maelstrom
  • Negative Energy Flood
  • Planar Binding
  • Raise Dead
  • Scrying
  • Skill Empowerment
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Wall of Force
6th Level
  • Arcane Gate
  • Circle of Death
  • Conjure Fey
  • Create Homunculus
  • Disintegrate
  • Eyebite
  • Find the Path
  • Flesh to Stone
  • Forbiddance
  • Harm
  • Magic Jar
  • Mass Suggestion
  • Mental Prison
  • Planar Ally
  • Soul Cage
  • Tenser's Transformation
7th Level
  • Etherealness
  • Finger of Death
  • Forcecage
  • Plain Shift
  • Power Word Pain
  • Resurrection
  • Simulacrum
  • Symbol
  • Teleport
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Animagic Field
  • Antipathy/Sympathy
  • Clone
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Maddening Darkness
  • Maze
  • Tsunami
9th Level
  • Foresight
  • Gate
  • Imprisonment
  • Power Word Kill
  • True Polymorph
  • True Resurrection
  • Wierd
  • Wish





Bloodspear

Necromancy Cantrip


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (The casters blood)
  • Duration: Instantaneous
  • Classes: Maleficar

You draw out the blood that runs through your veins, hardening it into a crimson icicle and hurling at a foe. When you cast this cantrip, you take necrotic damage equal to your proficiency bonus. This damage cannot be reduced by any means. Then make a ranged spell attack against a creature within range. On hit, the creature takes 2d6 + your proficiency bonus necrotic damage.
This damage increases when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6)

Credits
  • Cover Image - Karina S.
  • Images on page 1,4,6,7, 8, 9 and 11 - Wizards of the Coast
  • Image on page 5 - Kevin Christopher
Changelog
  • Added an effect at 1st level that prevents any character with levels in this class from casting healing spells.
  • Rebalanced the 10th level feature.
  • Removed spells from the spell list to make it more specialized and thematic.

 

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