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.