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<blockquote data-quote="Asisreo" data-source="post: 8240278" data-attributes="member: 7019027"><p>It needn't be edgy, though its a common trope. It would be similar to the necromancer, dealing with forces people usually aren't comfortable with for obvious reasons. </p><p></p><p>Spell selection would probably be a mix between warlock and sorcerer. We can easily flavor spells to have blood in them but some unique and viable blood/lifeleech spells could be fun. Something like: </p><p></p><p>Lifedrain</p><p>1st-level</p><p>Comp: V, M, S</p><p>Action</p><p>Range: 30ft</p><p></p><p>The target makes a constitution saving throw and takes 2d4 necrotic damage on failure or half as much on a success. You heal HP equal to half the damage taken. </p><p></p><p>At higher levels. For each spell slot level above 1st-level, increase the damage by 1d4</p><p></p><p>Leech</p><p>3rd-level</p><p>Comp: V, M, S</p><p>Action</p><p>Conc. 1 min</p><p>Range: 30ft</p><p></p><p>Choose a creature within range. That creature must make a constitution saving throw or be effected by the spell. At the start of the target's turn, the target takes 4d6 damage and you heal HP equal to the damage dealt. The target makes a Constitution Save at the end of their turn, ending the spell on a success. </p><p></p><p>At higher levels. For each spell slot level higher than 3, increase the damage by 1d6. </p><p></p><p></p><p>Puppeteer</p><p>5th-level</p><p>Comp: V, S</p><p>Action</p><p>Range: 300ft</p><p>Conc. 10 min</p><p></p><p>Choose a creature within range, that creature makes a charisma saving throw. If the creature is a humanoid, it makes the saving throw with disadvantage. On a failure, the creature takes 6d10 damage and falls unconscious. If this damage kills the creature, the effects act on its corpse. You can move the target in realistic ways as long as you're within range. You can use your bonus action to use the creature's action on your turn. If the creature takes damage or the spell ends, it wakes up. If the creature is further than the range of the spell during its duration or if the creature awakens early, the spell ends on the creature.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8240278, member: 7019027"] It needn't be edgy, though its a common trope. It would be similar to the necromancer, dealing with forces people usually aren't comfortable with for obvious reasons. Spell selection would probably be a mix between warlock and sorcerer. We can easily flavor spells to have blood in them but some unique and viable blood/lifeleech spells could be fun. Something like: Lifedrain 1st-level Comp: V, M, S Action Range: 30ft The target makes a constitution saving throw and takes 2d4 necrotic damage on failure or half as much on a success. You heal HP equal to half the damage taken. At higher levels. For each spell slot level above 1st-level, increase the damage by 1d4 Leech 3rd-level Comp: V, M, S Action Conc. 1 min Range: 30ft Choose a creature within range. That creature must make a constitution saving throw or be effected by the spell. At the start of the target's turn, the target takes 4d6 damage and you heal HP equal to the damage dealt. The target makes a Constitution Save at the end of their turn, ending the spell on a success. At higher levels. For each spell slot level higher than 3, increase the damage by 1d6. Puppeteer 5th-level Comp: V, S Action Range: 300ft Conc. 10 min Choose a creature within range, that creature makes a charisma saving throw. If the creature is a humanoid, it makes the saving throw with disadvantage. On a failure, the creature takes 6d10 damage and falls unconscious. If this damage kills the creature, the effects act on its corpse. You can move the target in realistic ways as long as you're within range. You can use your bonus action to use the creature's action on your turn. If the creature takes damage or the spell ends, it wakes up. If the creature is further than the range of the spell during its duration or if the creature awakens early, the spell ends on the creature. [/QUOTE]
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