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Iron Kingdoms: Requiem
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==Nightmare Empire== '''Blood Witches''' are Charisma-based spellcasters who practice [[Blood Magic]]. Prepared spellcasters, Blood Witches get the unique "Blood Magic" core class trait, which means that rather than spending spell slots, they sacrifice hit points at a rate of 5 HP per spell level each time they cast a spell - not enough HP, and we mean ''core'' HP not temp HP, and you can't cast a spell. This might seem crippling, but they also get the core class trait "Blood Sacrifice", where their damage dealt agains a non-undead, non-construct foe during that turn counts as "sacrificed blood"for terms of spellcasting. So, a Blood Witch is encouraged to get in close and cut some bitches. They also get some other features to make this less of a weight to deal with. They max out at an effective spell level of 5th, making them effectively [[Half Caster]]s. Their core combat class trait is "Crimson Strike", which lets them add either Advantage or +2d8 necrotic damage (+3d8 vs. humanoids) to an attack once per short rest, gaining an extra use per rest at 6th and 18th level. * ''Blood Priestess:'' The oldest of the Blood Witch traditions, the Blood Witch acts like a [[Cleric]] dip, gaining a couple of clerical buff spells, some blood-fueled ritual versions of Alarm, Augury, Detect Magic and Identify, the ability to sacrifice HP to let an ally caster cast a spell for free, and finally a second "Blood Rite", which is a spell of 3rd level or lower that can be cast without HP sacrifice 1/day. * ''Blood Seer:'' A blood-fueled [[diviner]] gish. Bonus spells from the Divination school, the ability to gain a single free reroll by studying the remains of a slain enemy as part of a long rest, some ally-buffing abilities, and the ability to gain temp HP from a Crimson Strike once per short rest. * ''Night Witch:'' The quick and killy subclass. Night Witches get a grab-bag of buff and debuff spells, the abilityto literally cloak themselves in a veil of gore, a bonus fighting style, the abilit to Disengage or Dodge as a bonus action, and finally the ability to burn their Reaction after dropping a foe to immediately move towards and attack another foe in range. '''Raiders''' are lightly armored, fast-moving martials who specialize in hit-and-run tactics. Think of the Raider as a more combat-focused alternative to the [[Rogue]]. It may sound kind of redundant, but then, you could argue that any mundane combat class past the [[Fighter]] is kind of redundant. Their core features all revolve around being able to hit and move whilst enemies struggle to keep up. * ''Commanding Officer:'' A pseudo-[[Warlord]], the CO's subclass features all revolve around bolstering their allies ability to fight, kill and maneuver around the battlefield. * ''Highwayman:'' This is the subclass you take if you wanna be a [[gunslinger]] without actually being a Gunfighter. You get proficiency with stealth, survival and a bunch of features that make you deadlier with a firearm. * ''Pirate:'' The obligatory seafaring rogue, the Pirate's subclass features actually are NOT dependant on being on a ship, so it's surprisingly capable at fighting in other environments too. They're hard to knock around, can scare enemies, blind foes with the blood they're spilling, fight better with blade and gun simultaneously, and spur on their allies in a fight.
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