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Blood Mage Class

Class Features

As a Blood Mage, you gain the following class features.

Hit Points

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

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons, whips
  • Tools: None
  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Arcana, History, Insight, Medicine, and Religion

Blood Mage Class Features

Level Feature
1 Blood Casting, Hemomancy
2 Blood Well
3 Subclass
4 Ability Score Improvement
5 Blood Control
6 Subclass Feature
7 Life Leech
8 Ability Score Improvement
9 Iron Will
10 Subclass Feature
11 -
12 Ability Score Improvement
13 -
14 Subclass Feature
15 Sanguine Mastery
16 Ability Score Improvement
17 Transfusion
18 Subclass Feature
19 Ability Score Improvement
20 Avatar of Blood

Blood Casting

You use your own life force to fuel your spells. The HP cost of a spell is equal to your level times the spell's level. Learning two new spells for each level.

Wound Mechanic

Risk of deep wounds on self-inflicted damage, with a d20 roll determining effects.

Blood Mage Spell Slot System

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th HP Cost Multiplier Beyond Limit
1 2 - - - - - - - - 3x
2 3 - - - - - - - - 3x
3 4 2 - - - - - - - 3x
4 4 3 - - - - - - - 2.5x
5 4 3 2 - - - - - - 2.5x
6 4 3 3 - - - - - - 2.5x
7 4 3 3 1 - - - - - 2.5x
8 4 3 3 2 - - - - - 2x
9 4 3 3 3 1 - - - - 2x
10 4 3 3 3 2 - - - - 2x
11 4 3 3 3 2 1 - - - 2x
12 4 3 3 3 2 1 - - - 1.5x
13 4 3 3 3 2 1 1 - - 1.5x
14 4 3 3 3 2 1 1 - - 1.5x
15 4 3 3 3 2 1 1 1 - 1.5x
16 4 3 3 3 2 1 1 1 - 1.5x
17 4 3 3 3 2 1 1 1 1 1.5x
18 4 3 3 3 3 1 1 1 1 1.5x
19 4 3 3 3 3 2 1 1 1 1.5x
20 4 3 3 3 3 2 2 1 1 1.5x

System Explanation

Standard Spellcasting:
Up to the listed number of spells per spell level can be cast at the standard HP cost, which is equal to the character's level times the spell's level.

Beyond the Limit:
Casting spells beyond these limits costs additional hit points. The multiplier indicates how much more it costs. For example, at 1st level, casting a third 1st-level spell would cost thrice the normal amount of hit points.

The "deep wound" damage applies before the multiplier cost. The multiplier is added again, if the limit is surpased again.

Hemomancy

At 1st level, gain access to unique blood-based spells.

Blood Well

Starting at 2nd level, gain temporary hit points when you take damage from Blood Casting. Half the damage you take.

Subclass

At 3rd level, choose a subclass.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or gain a feat.

Vein Reading

At 3rd level, you can analyze creatures' blood to gain insights. As an action, you can learn a creature's current hit points and any conditions affecting it.

Blood Control

At 5th level, gain the ability to manipulate blood outside your body. You can use this to create barriers, manipulate objects, or attack enemies.

Life Leech

Starting at 7th level, when you deal damage with a blood spell, heal for half the damage dealt.

Iron Will

At 9th level, your mastery over blood strengthens your mental fortitude. Gain advantage on Intelligence, Wisdom, and Charisma saving throws.

Sanguine Mastery

At 15th level, choose a path of specialization, like "Path of the Crimson Blade" (combat-focused) or "Path of the Vital Guardian" (protection-focused).

Transfusion

At 17th level, as an action, transfer your hit points to an ally or drain from an enemy within 30 feet. The amount transferred equals your Intelligence modifier x 5.

Avatar of Blood

At 20th level, once per long rest, transform into a being of pure blood energy, gaining resistance to all damage, increased speed, and powerful blood abilities for 1 minute.

Subclasses

Flagellant Blood Knight

Nine-Tailed Whip Mastery

Gain proficiency with the Nine-Tailed Whip, which gains bonuses with different bones added. When you use a whip, its damage die changes to 1d6. Additionally, when you hit a creature with a whip, you can choose to take 1 hit point of damage to add an extra 1d4 necrotic damage to the attack.

Flagellant's Sacrifice

As a bonus action, you can whip yourself, dealing 1d6 damage to yourself. Doing so empowers your next melee attack within the same turn, adding 2d6 necrotic damage. The self-inflicted damage cannot be reduced or prevented.

Tough Integration

Gain additional hit points as per the Tough feat.

Pact Weapon Style

Summon a melee weapon as your pact weapon. Which an be called or dismissed as a bonus action.

Frozen Temporary HP

After combat, temporary hit points are frozen and can be renewed with self-damage.

Self-Sacrifice Risk

Instant death if hit points drop to 0 due to self-inflicted damage.

Blood Mage Spellcasting

Half-caster progression.

Blood Mage Spell Slot System

Level 1st 2nd 3rd 4th 5th HP Cost Multiplier Beyond Limit
1 2 - - - - 3x
2 3 - - - - 3x
3 3 - - - - 3x
4 4 - - - - 2.5x
5 4 1 - - - 2.5x
6 4 2 - - - 2.5x
7 4 2 - - - 2.5x
8 4 2 - - - 2x
9 4 3 1 - - 2x
10 4 3 1 - - 2x
11 4 3 2 - - 2x
12 4 3 2 - - 1.5x
13 4 3 3 1 - 1.5x
14 4 3 3 2 - 1.5x
15 4 3 3 2 - 1.5x
16 4 3 3 3 - 1.5x
17 4 3 3 3 1 1.5x
18 4 3 3 3 1 1.5x
19 4 3 3 3 1 1.5x
20 4 3 3 3 2 1.5x

Sanguine Shield

At 5th level, you gain the ability to create a protective barrier of coagulated blood energy around yourself or an ally within 30 ft. This shield is a manifestation of your mastery over blood magic, offering defense at a moment's notice.

  • Activation: As a reaction when you or an ally withing 30 ft. takes damage, you can activate the Sanguine Shield.
  • Effect: When activated, the shield absorbs half of the incoming damage.
  • Usage Limit: You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
  • Blood Cost: Each use of Sanguine Shield costs you hit points equal to the incoming damage but granting you equal amounts of temporary hitpoints. This cost represents the life energy required to fuel the shield.

Nine-Tailed Whip Mastery Table

Only two buffs can be active at the time. At 7th and 14th level two additional buffs can be active.

Wolf Bone

+1 to damage rolls (Ferocity).

Eagle Bone

Critical hits on 19 or 20 (Precision).

Snake Bone

+5 ft. to whip's reach (Flexibility).

Bear Bone

+1 to attack rolls (Strength).

Panther Bone

Imposes disadvantage on the target's next attack roll (Stealth).

Rabbit Bone

+10 ft. to movement speed (Swiftness).

Hawk Bone

+2 bonus on Perception checks (Eyesight).

Ox Bone

Extra 1d4 bludgeoning damage (Endurance).

Falcon Bone

+2 to initiative rolls (Agility).

Lion Bone

Advantage on Intimidation checks (Dominance).

Deer Bone

Advantage on saving throws against being charmed or frightened (Vigilance).

Bat Bone

Blindsight out to 20 ft. when holding the whip (Echolocation).

Dolphin Bone

Advantage on Performance checks (Playfulness).

Elephant Bone

Whip attacks can push a creature up to 5 ft. away (Might).

Cheetah Bone

Once per rest, move up to double your speed as a bonus action (Speed Burst).

Owl Bone

Silent attacks, no sound on whip strikes (Silence).

Frog Bone

Increase jump distance by 10 ft. (Leaping).

Shark Bone

Sense creatures' blood within 30 ft. in water (Bloodsense).

Giraffe Bone

Advantage on checks to resist being grappled (Reach).

Tiger Bone

Extra 1d6 slashing damage on the first successful attack per combat (Ferocity).

Human Bone

When you strike an enemy with the whip, the target must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of your next turn. Once a target succeeds on this saving throw, it is immune to the fear effect from this whip for the next 24 hours. (Monstrosity)

Spelllist

Creating a detailed spell list for the Blood Mage class, including descriptions for each spell without referencing the original D&D spells, will provide a comprehensive guide for players. Here's the complete spell list:

Blood Mage Spell List

Cantrips (0 Level)

Crimson Bolt

Deal 1d10 necrotic damage to a target within 120 ft.

Hemorrhagic Touch

Deal 1d8 necrotic damage to a creature you touch, preventing its reactions until your next turn.

Blood Mark

Mark a target within 90 ft. Gain advantage on your first attack against it for 1 hour.

Sanguine Spark

Illuminate a 20-ft radius with blood light for up to 1 hour.

1st Level

Blood Boil

Deal 3d6 necrotic damage in a 15-ft cone.

Sanguine Armor

As a reaction, gain +5 to AC until your next turn.

Inflict Wounds

Deal 3d10 necrotic damage to a creature you touch.

Hemorrhagic Spray

Fire three blood darts at targets within 60 ft, each dealing 1d4 necrotic damage.

Coagulate

Heal a creature you touch for 1d8 hit points.

2nd Level

Vein Freeze

Paralyze a humanoid within 60 ft for 1 minute.

Blood Frenzy

Summon a blood weapon to attack for 1d8 necrotic damage within 30 ft.

Lesser Blood Transfusion

Cure disease or neutralize poison on a creature you touch.

Wound Bind

Increase hit points of three creatures within 30 ft by 5 for 8 hours.

3rd Level

Hemorrhage

Deal 8d6 necrotic damage in a 20-ft radius centered around you.

Vital Transfusion

Deal 3d6 necrotic damage to a creature you touch and heal for half the amount.

Blood Siphon

Create a blood shelter for 8 hours.

Clotting Cloud

Create a 20-ft radius fog that obscures vision for 10 minutes.

4th Level

Bloodbind

Banish a creature within 60 ft to a blood realm for 1 minute.

Sanguine Sentinel

Summon a blood guardian that deals 3d8 necrotic damage to nearby enemies for 5 minutes.

Greater Blood Transfusion

Heal all ailments on a creature you touch.

Crimson Shield

Grant a creature you touch resistance to nonmagical damage for 1 hour.

5th Level

Crimson Wave

Deal 8d8 necrotic damage in a 30-ft cone and potentially paralyze targets for 1 turn.

Life Leech

Enchant a target within 60 ft to siphon their life force over 1 hour.

Blood Pact

Create a teleportation circle with a 10-ft radius.

Sanguine Scrying

Scry on a creature using a blood pool for up to 10 minutes.

6th Level

Bloodstorm

Deal 10d8 necrotic damage to multiple targets within 120 ft.

Vein Corruption

Deal 10d6+40 necrotic damage to a creature within 150 ft.

Circulatory Stasis

Create a spell-blocking sphere with a 10-ft radius for up to 1 minute.

7th Level

Crimson Cage

Trap a creature within 60 ft in a blood cage for up to 1 hour.

Exsanguinate

Cause extreme blood loss to a creature within 60 ft, potentially causing death.

Blood Mirage

Create a 1-mile square illusion of blood and flesh for up to 24 hours.

8th Level

Blood Eclipse

Deal 12d6 radiant damage and blind creatures within a 60-ft radius for up to 1 minute.

Heart of the Phoenix

Create a blood clone of yourself as a life contingency.

Sanguine Demiplane

Create a blood and flesh pocket dimension for up to 1 hour.

9th Level

Avatar of Hemomancy

Transform into a blood being with new powers for up to 1 hour.

Blood Tsunami

Summon a wave of blood dealing 10d10 bludgeoning damage within a 300-ft line.

Vein of the World

Revive a dead creature by infusing it with your blood.