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DnD Secret Crafts Bloodologist

Dungeons and Dragons – Mystara Secret Crafts

Secret Craft of the Bloodmancer

aka Bloodmancer, Bloodologist or Master of Blood

They are known as a Bloodologist in the library of the Great School of Glantri. They started out (and can still be found) as the Master of Blood or Bloodmancer of the Makai in Ierendi and Minrothad and the Traladaran of Darokin, Glantri and Karameikos. This is an expansion of the Secret Crafts inspired by Gazetteer 3.

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This secret craft was developed by those who have a deep connection with necromancy and the element of water. These are abilities granted by the grace of the patrons of the necromancy. Their magic concentrates on dealing with the manipulation of the blood.

Source Material: This secret craft was built from material gained from various editions of the game. Principalities of Glantri (GAZ3), Deep Magic – Blood and Doom (DM12), Encyclopaedia Arcane – Necromancy (Beyond the Grave – MGP1005) and Blood Magic (Oath and Sacrifice – MGP1018), Ultimate Prestige Classes (Blood Child, Darksoul, Blood Hunter).

List of Practitioners of the Bloodologists Secret Craft

  • Initiate
  • 1st Circle
  • 2nd Circle
  • 3rd Circle
  • 4th Circle – Lady Natacha Darchenka (Pavlova, Glantri)

Craft Magical Items – Bloodologist

Ranks of the Bloodologist Secret Craft

Bloodologist Initiate

To become an initiate, one must be part of either “The Great School of Magic” in Glantri City, Cult of the Crushing Wave or in good standing with water aspect necromancers.

Secret CraftBloodologist – Initiate

  • Craft Bonus = Proficiency + Con + circle +2 (Darkness or Water Aspected, Makai or Traladaran)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Con mod + circle achieved +2 (Darkness or Water aspected, Makai or Traladaran).
  • Bonus Language – Makai or Traladaran
  • Associated Sphere – Usually a Entropy or Time Immortal, Traladran Pantheon, but any Immortal who is a Patron of blood is also valid.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts of Blood (Entropy and Water) You can make a craft check to use a artefact of blood without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Makai or Traladaran attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Bloodologist Additional Crit Effects

  • Bloodologist Additional Craft Mishap: In addition to the base critical failure, you take irreducible necrotic damage (from the standard mishap) as a punishment from your mentor, this also reduces your Constitution by 1.
  • Bloodologist Additional Craft Boon: In addition to the base critical success, your muscles are wreathed in power and you gain a point of Constitution.

Associated Classes:

  • Barbarian – Path of the Berserker (ph49)
  • Monk: Way of the Long Death (scag130)
  • Paladin: Oath of the Giving Grave (mw403)
  • Sorcerer: Serophage Bloodline (mw404)
  • Wizard: School of Blood Magic (mw405), School of Necromancy (ph118)

Available Feats: tba.

Spell ListSecret CraftBloodologist
(Affliction and Blood based spells)

Cantrip – Blood Tide (mwb422), Chill Touch (ph222),

1st Level SpellsBane (ph217), Bloody Hands (mwb422), Bloody Smite (mwb423), Chill Blood (ea02-22), Find Kin – R ( mwb428), Hideous Laughter (ph281), Stanch (mwb435), Weapon of Blood (mwb437), Witch Bolt (ph290), Wound (ea02-33),

2nd Level SpellsBleeding Wound (ea02-21), Blindness/Deafness (ph220), Blood Bath (bls23), Blood Geyser (bls23), Blood Lure (mwb422), Bloodshot (mwb422), Caustic Blood (mwb423), Enlarge/ReduceR (ph238), Heat Metal (ph251), Hold Person (ph252), Vomit Tentacles (mwb436)

  • 3rd Level – Blood Armour (mwb421), Cause the Bends (bls28), Hemophilia (bls69), Vital Mark (mwb436), Weeping Wounds (bls127), Whirlwind of Gore (bls128)
  • 4th Level – Bladelust (bls21), Blood and Steel (mwb421), Blood Spoor (mwb422), Bloodburn (bls23). Desiccating Breath (mhh162), Wall of Blood (bls125)
  • 5th Level – Blood Purge (bls23), Bloody Tentacles (bls23), Clot (bls32), Cruor of Visions (mwb424), Exsanguinate (mwb427), Exsanguinating Cloud (mwb427), Sanguine Horror (mwb433), Watery Blood (bls126)
  • 6th Level – Create Homunculus (xge152), Spilling of Blood (bls112), Suffocate (mgp1008)
  • 7th Level – Sanguine Creatures (bls101)
  • 8th Level – Blazing Blood (bls22), Impart Strength (bls73)
  • 9th Level

* details still to come. R – Ritual Spells.
Source: ea08, ph

Bloodologist 1st Circle (Apprentice)

Secret CraftBloodologist – 1st Circle

Secret Crafts – Manifestations (Replaces other active secret craft manifestation when activated) Each Manifestation uses a light colour based on the Sphere it is being drawn from Energy (red), Entropy (black), Matter (green), Thought (white), Time (Blue). Each manifestation lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.

Bloodologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you dim light within a 5 ft radius. All bleed attacks treat a damage dice rolled of 1 as a 2.

Bloodologist Apprentice Enhancements and Powers (Requires Bloodologist Apprentice to be active)

  • Necromantic Communication – Blood (Power SB 1 DC 16) As an action, by smelling and tasting the blood of a body that died in the encounter, the crafter can speak with the dead as per the spell, but the body does not need to be whole or able to answer in return as it all appears in the crafters mind. Can only be done once per body.
  • Necromantic Components – Blood (Enhancement SB 1 DC 16) Takes an action to activate. Once activated, you can use your prepared blood to power your spells in place of material components, as long as it is worth less or equal to the value of the preparation.
  • Necromantic Consumption – Blood (Power SB 1 DC 16) As an action, you can drink the blood of a fallen foe and recover 1d8 hit points equal to its hit dice. You can do this once per fallen foe. Your prepared blood can also be used to heal 1d8 hp per 10 gp of value you consume.
  • Necromantic Enhancement – Blood (Enhancement SB 1 DC 16) Once activated with an action, you can treat your unarmed attack as a piercing weapon while your manifestation is active. You also gain resistance to Piercing damage. Your unable to subdue with this style, and a successful critical hit also causes 1d6 bleed.
  • Necromantic Touch – Blood (Power SB 1 DC 16) You can make a melee attack against another living creature and cause it to make a Constitution saving throw or loose maximum hit points equal to your level and take 3d6 necrotic damage. On a successful save they don’t loose from their maximum hit points. On a failed save an additional effect of one of 1d4 bleed until they make a saving throw. If you exceed their current hit points, they are considered to have failed all three death saves.
  • Necromancy Specialisation (Enhancement SB 1 DC 16) Activate as part of a short rest and stays active if your manifestation is active. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Necromantic Undeath – Renew Undeath (Enhancement SB 1 DC 16) As an action, grant 1d8 plus your level in healing to an undead or flesh-based construct.
  • Extended Necromancy Enchantment (Enhancement SB 1 DC 16) You can prepare enchantment spells as a necromancy spells allowing you to be able to affect the undead.

Downtime Activities: can require 1 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use. Use of downtime abilities cannot be offset by magical items or artifacts.

  • Laboratory: A necromancer must create a laboratory to use their abilities in at the cost of 5,000 gp per circle they have obtained.
    • Once they have a laboratory, they can build a field kit that costs 3,000 gp per circle and allows experiments but has twice the failure rate. This can be used ten times before it runs out of components. It costs 300 gp per use being refreshed, if it is exhausted, then it must be rebuilt from scratch. Using a field kit doubles the laboratory burn percentage.
    • Experiments cost 1,000 gp of components, take d6 hours per circle of ability used and gain a 5% additional failure chance for each interruption.
    • Finding components takes a week per 1,000 gp of items in Glantri City, or twice that in another capital, or three to four times depending on the country.
    • They require a formula book (use a blank spellbook) to write down all the details of what they can create with their lab or field kits.
  • Prepare Material Blood (SB 1+) You can spend a week to sacrifice a number of hit dice of blood of a living creature, from yourself or a helpless target. For every hit dice sacrificed this way, you can gain enough material to replace 10 gp worth of material items for a spell. Each HD used in this fashion also causes 1 point of Soul Burn. You cannot regain the soul burn while this has not been expended, but may add to its capacity with downtime.
  • Bind the Blood (SB 1) You can enter a blood pact with a Vampire. Once made you know the direction and vague distance of the vampire and can receive dreams and messages from them. While you have a blood bond, you can spend an action to detect the presence of blood and gain advantage on tracking wounded prey or a vampire or its spawn. This loss is permanent while you have the bond.
  • Blood Familiar (SB 1+): You spend a week to training a familiar to take on aspects of Blood. This gives the familiar to cause 1d4 bleed damage on critical hits. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Traladaran pantheons). You cannot recover the soul burn while you retain the familiar.
  • Blood Companion (SB 1+): You spend a week to training a companion to take on aspects of Blood. This gives the companion to cause 1d6 bleed damage on critical hits. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Traladaran pantheons). You cannot recover the soul burn while you retain the companion.
  • Blood Mount (SB 1+): You spend a week to training a mount to take on aspects of Blood. This gives the mount to cause 1d4 bleed damage on critical hits. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Traladaran pantheons). You cannot recover the soul burn while you retain the mount.
  • Necromantic Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
Bloodologist 2nd Circle (Journyman)
Work In Progress
  • Attributes – Secret Craft – Bloodologist – 2nd Circle
    • Bloodologist Journeyman (Enhancement SB 2 DC 18): When you activate this enhancement, your manifestation aura increases by 5 ft. All bleed attacks treat a damage dice rolled of 2 or less as a 3.
      • Bleeding Strike (Enhancement SB 2 DC 18) If you have activated Sangoth Style, you cause your unarmed or monk weapon attacks to cause ongoing bleed damage equal to your proficiency on a failed Constitution saving throw.
      • Infuse from the blood (Enhancement SB 2 DC 18) You can increase your spell dc by 1 for each point of damage you take (max +5).
      • Shaken Strike (Enhancement SB 2 DC 18) If you have activated Sangoth Style, you cause your unarmed or monk weapon attacks to cause the target to become frightened if they fail a Wisdom saving throw.
    • Downtime Activities: require 2 or more points to activate and maintain. You do not require you to have the manifestation active to use.
Bloodologist 3rd Circle (Adept)
Work In Progress
  • Attributes – Secret Craft – Bloodologist – 3rd Circle
    • Bloodologist Adept (Enhancement SB 3 DC 20): When you activate this enhancement, your manifestation aura increases by 5 ft. All bleed attacks treat a damage dice rolled of 3 or less as a 4.
      • Eternal Essence (Enhancement SB 3 DC 20) You an expunge all disease, magical illness or poison from your body. While active you are immune to these effects and can use unholy water or holy water as a healing potion. Lastly while this enhancement is active you act normally while you’re in the unconscious state, though still make the death saving throws as normal.
      • Taint Spell (Enhancement SB 3 DC 20) As a bonus action, you can add 1d6 necrotic damage to any spell you cast.
      • Wounding Strike (Enhancement SB 3 DC 20) If you have activated Sangoth Style, you cause your unarmed or monk weapon attacks to double the dice of weapon damage.
    • Downtime Activities: require 3 or more points to activate and maintain. You do not require you to have the manifestation active to use.
Bloodologist 4th Circle (Master)
Work In Progress
  • Attributes – Secret Craft – Bloodologist – 4th Circle
    • Bloodologist Master (Enhancement SB 4 DC 22): When you activate this enhancement, your manifestation aura increases by 5 ft. All bleed attacks treat a damage dice rolled of 4 or less as a 5.
      • Taint Spell, Extended (Enhancement SB 4 DC 22) As a free action, while casting a spell, you add 2d6 necrotic damage to any spell you cast, can be used in conjunction with Taint Spell.
      • Vampiric Strike (Enhancement SB 4 DC 22) If you have activated Sangoth Style, you cause your unarmed or monk weapon attacks to heal you half the weapon damage dealt.
    • Downtime Activities: require 4 or more points to activate and maintain. You do not require you to have the manifestation active to use.
      • Rebuth (SB4) You can cast true resurrection on anyone who shares your faith or bloodline.
Bloodologist 5th Circle (Grand Master)
Work In Progress
  • Attributes – Secret Craft – Bloodologist – 5th Circle
    • Bloodologist Grand Master (Enchancement SB 5 DC 24): When you activate this enhancment, your manifestation aura increases by 5 ft. All bleed attacks treat a damage dice rolled of 5 or less as a 6.
      • Attempt to Sever Bonds (Enchancement SB 5 DC 24) If you slay a vampire that is blood bonded to you while this is active, you gain either a +1 to Strength or Charisma (up to 20), become immune to the powers of a vampire, and have advantage while attacking them as an ongoing feature “Severed Bonds”.
      • Heart Strike (Power SB 5 DC 24) If you have activated Sangoth Style, you cause your unarmed attacks to cause 1 point of piercing damage and if they target fails a constitution saving throw, you hip their heart out killing them instantly. Must be vulnerable to critical hits for this to work.
      • Power of the Blood (Enchancement SB 5 DC 24) While active, all your spells cast as if they were cast with your highest level spell slot, though expend the lowest spell slot required to cast it normally.
    • Downtime Activities: require 5 or more points to activate and do not require you to have the manifestation active to use.
      • Call of Blood (SB5) You can open a gate to the domain of your entropic patron.
      • Vampirism (SB5) You can change one target into a vampire, if you are a vampire, you can choose if they are bonded to you or not.

Content Updates

  • 2022-03-14 – Added in cult of the crushing wave.
  • 2022-03-12 – Updated the Initiate level abilities and wording. Update of the 1st Circle abilities and powers to bring them more in line with the changes made to the initiate level and through trial in play over the last year
  • 2021-08-05 – Updated the downtime.
  • 2021-07-21 – Added in magical item section.
  • 2021-04-25 – Adding in missing information and cleaned up the layout.
Secret Crafts

Overview, Downtime: Secret Crafts, Spellcasters

Elemental Crafts: (6) Air, Darkness, Earth, Fire, Water – Combining Craft – Elements

Necromancy Crafts: (6) Blood, Devour, Grave, Reanimate, Shade – Combining Craft – Necro

Racial Crafts: (37) Alchem, Beast, Bureau, Celest, Chaos, Chrono, Craft, Crypt, Diplomat, Diviner, Dragon, Elven, Entertain, Fiend, Heal, Mech, Mental, Music, Nature, Portal, Preserve, Protect, Rad, Sail, Shape, Skald, Sky, Spirit, Spy, Star, Sumon, Tech, Void, Wagon, War, Weapon, Witch

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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