Playtest Material

The information in this document is presented for gathering feedback, while usable in its current state, it is likely to have issues regarding balance or other factors.

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Very few records of esseturgists following the Mastery of Oblation have been found, and it can be considered to be the least dangerous of the practices due to the selflessness required to truly embrace this mastery, as it requires the practitioner to sacrifice their vitality to help others with positive energy, providing swift recovery to any presenting combat wounds.

An esseturgist following the Mastery of Oblation is often on the side of good, as most individuals who make the conscious decision to begin the practice of blood magic are after personal gain, often power or revenge, but those who choose this Mastery often do so to protect others, or in desperation to help a loved one.

Oblation Features
Level Feature
2nd Mastery Spells, Merciful Health
6th Gift for the Merciful, Pain for Peace
14th Woe of Mortality Option
18th Oblation's Protection

Mastery Spells

2nd-level Oblation Blood Mastery feature
You gain a number of mastery spells at certain levels detailed in the list below. These do not count towards the number of spells known and are considered esseturgist spells.

Oblation Mastery Spells
Level Spells
2nd Cure Wounds, Healing Word
4th Lesser Restoration, Convalescence
6th Remove Curse, Mass Healing Word
8th Death Ward, Stoneskin
10th Greater Restoration, Mass Cure Wounds

Merciful Health

2nd-level oblation Blood Mastery feature
Upon choosing this mastery at 2nd level, you can heal your allies using your own life force. As an action, you can sacrifice a number of hit points. A number of creatures up to your proficiency bonus within 15 feet of you, other than yourself, regain a number of hit points equal to double the amount of hit points sacrificed.

You can use this feature a number of times equal to your Endurance modifier, and regain all expended uses upon finishing a long rest.

Gift for the Merciful

6th-level Oblation Blood Mastery feature
At 6th level, whenever you cast a spell of 1st level or higher to restore hit points to one or more creatures other than you, you regain a number of hit points equal to your proficiency bonus for each creature you restored hit points to with the spell.

Pain for Peace

6th-level Oblation Blood Mastery feature
Also at 6th level, when you use your Endure the Pain feature you can immediately cast an Oblation Mastery spell as a part of the same reaction.

The spell must have a casting time of 1 action or 1 bonus action, and a duration of Instantaneous.

Woe of Mortality Option

14th-level Oblation Blood Mastery feature
Starting at 14th level, you are able to redirect damage from creatures to yourself. You gain the following option for your Woe of Mortality feature:

Mortal Transfer

You can spend 4 Hit Dice to transfer one condition to your target. Choose a condition from among bleeding, chilled, dazed, frenzied, hysterical, staggered, weakend, blinded, deafened, paralyzed, and poisoned that is affecting you and end it. The target then makes an Endurance saving throw and on failure is subjected to the same condition for the duration of Woe of Mortality. Additionally, you conjure a protective cloud which covers a 10-feet sphere around the target. For 1 minute, whenever a creature within the cloud takes damage, you can divide that damage between you and the creature equally before any damage reduction applies (no action required).

Oblation's Protection

18th-level Oblation Blood Mastery feature
Upon reaching 18th level, whenever you use one of your features or a spell of 1st level or higher to restore hit points to one or more targets, you can grant them resistance to necrotic and poison damage, as well as one other damage type of your choice, for 1 minute, or until you use this feature again.

You can use this feature a number of times equal to your Endurance modifier, regaining all expended uses upon finishing a long rest.