Blood Mage - Class D&D
Blood Mage - Class D&D
Blood Mage - Class D&D
Blood Mage
H
emoturgy, the magic found within the blood of
living, breathing things. A step down from Class Features
Necromancy, but something just as As a Blood Mage You gain the following class features
dangerous, Your life energy fuels your spells,
empowering them, and granting them new Hit Points
capabilities. Hit Dice: 1d6 per Blood Mage level
Unlike Wizards, Sorcerers, Warlocks, Bards, or Druids, this Hit Points at 1st Level: 6 + your Constitution Modifier
sort of mage is an outlier. Blood Mages are unlike any other Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
magic user you may see about your adventure. They do not modifier per Blood Mage level after 1st.
study to obtain magic, or require a gift or pact. They do not Proficiencies
draw magic from outside of themselves at all. Something has Armor: None
lead them to turn the very Blood in their veins into magic Weapons: Daggers, darts, slings, quarterstaffs, light
power. The magic they create comes from themselves and crossbows
nothing else, and no matter how painful it is, they continue to Tools: None
wield it.
Saving Throws: Constitution, Intelligence
But the truth of the matter is, Blood Magic is a long forgotten Skills: Choose two from Arcana, Deception, Insight,
sort of magic. Unlike Blood Hunter's who go through the Intimidation, Persuasion, and Religion
rituals to weaponize their blood to fight head to head with Equipment
their foes, Blood Mages go through their own rituals. You You start with the following equipment, in addition to the
might be able to find a teacher to see if you have what it takes equipment granted by your background:
to create your own magic. Blood Mages are put through tests
to see how much pain they can take. The limits of their ability (a) a light crossbow and 20 bolts or (b) any simple weapon
and what that ability can do is totally up to them. (a) a component pouch or (b) an arcane focus
(a) a dungeoneer's pack or (b) an explorer's pack
Once they prove that they can overcome pain, they go through Two daggers
the Dark Blood Ritual. Soaking in a type of magical poison, if
you survive the ritual, your Blood itself becomes a weapon. Spellcasting
The sacrifice of it creates magic, new and most foul. It is As someone who has shaped your blood into a fuel for magic,
almost like a bastardized magic, not drawing from the you have etched your spells into your life energy itself
universe or creatures around you. This creation is something
old and foreign, something that wasn't made for the use of Cantrips
humans. Maybe that is why pain is your price for magic. At 1st level, you know four cantrips of your choice from the
Blood Mage Spell List. You learn additional Blood Mage
You must have a Constitution score of 13 or higher in order cantrips of your choice at higher levels, as shown in the
to multiclass in or out of this class. Cantrips Known column of the Blood Mage table.
Spell Slots
Creating a Blood Mage The Blood Mage table shows how many spell slots you have
Creating a Blood Mage may require your character to have to cast your Blood Mage spells of 1st level and higher. To cast
gone through something terrible. Was it the death of a family one of these Blood Mage spells, you must expend a slot of the
member? A disgrace that lost you everything? Or did you spell's level or higher. You regain all expended spell slots
simply desire to empower yourself beyond the capabilities of when you finish a long rest. For example, if you know the 1st-
normal creatures? How did your character turn their Blood level spell Burning Hands and have a 1st-level and a 2nd-level
into a source of magic? Was it done through training? Was it spell slot available, you can cast Burning Hands using either
a curse you choose to use for good? Were you born with a slot.
condition that left you touched by magic?
Spells Known of 1st Level and Higher
What calling do they feel? Is there any motivation that leads You know two 1st-level spells of your choice from the Blood
them to feel called to whatever path you wish to take? Do they Mage spell list. The Spells Known column of the Blood Mage
feel bad if they are called to their particular paths based on table shows when you learn more Blood Mage spells of your
draining life, bending others to your will, or simply just choice. The Blood Mage table shows how many Spell Slots
causing more pain? Perhaps deep down your character is you have for each .
simply thrilled that instead of study or needing a gift or pact,
they can draw and create magic from the very forces that give Additionally, when you gain a level in this class, you can
them life itself. choose one of the Blood Mage spells you know and replace it
with another spell from the Blood Mage spell list, which also
must be of a level for which you have spell slots.
Hemoturgic Calling
When you reach 2nd level, you feel a strange calling, shaping
your blood and your magic in new and even more powerful
ways. Your choice grants you features at 2nd level and again
at 6th, 10th, and 14th level.
Calling of Life Sipper
Calling of Blood Weaver
Calling of Hemorrhaging
Hemoturgic Enhancement
At 3rd Level, you learn to channel a sudden burst of
Hemocratic energy. You gain the ability to channel and
sacrifice a part of your vital essence to empower your magic
and create new effects through it. You may activate one of
these effects by expending uses of this feature
When you cast a spell using a Spell Slot, you may take
damage equal to 1 roll of your Hemoturgy Dice per level of
any spell 2 levels above that slot. You may cast the spell at
that level.
By taking 2 rolls of your Hemoturgy Dice as damage, for
the next 1 minute, you may add one roll of your
Hemoturgy Die to the damage of any Cantrip cast
By taking 1 roll of your Hemoturgy Die as damage, you
may add your Intelligence Modifier to 1 Savubf Throw
made to maintain your Concentration.
You may use this feature a number of times equal to your
Proficiency Bonus. This feature recharges upon a Short or
Long Rest.
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. As normal, you can't increase an ability score above 20.
Liquid Iron
At 18th Level, your Blood has gone through a change, turning
the veins of your body Black. Your ability to pull yourself
together when it comes to extreme pain increases, allowing
you to gain the ability to reattach severed non-vital body
parts.
Calling of
Fountain Maker
Those who feel a calling to the more brutal and pain-inflicting
ways of monsters and other more close range fighters. your
Hemoturgy will allow you to get up close and personal to
bathe in the fountains of Blood you make
Blood Warrior
At 2nd Level, you have learned of the pleasure of close ranged
combat. you gain profiency with Medium Armor and your
choice of Spear, Javelin, Lance, Pike, Rapier, or Trident.
Ichor Weapon
At 2nd Level, you may use your own blood and your control of
it to form a weapon you're profiencent with by taking 1 roll of
your Hemoturgy die as damage. The weapon lasts 1 hour.
This weapon deals the same damage as a normal forged one.
Additionally, by taking 1 roll of your Hemoturgy die as
damage, you may add your Constiution Modifier as Poison
damage for 1 minute. This effect can be applied to a normal
weapon as well.
Extra Attack
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. However,
as a Bonus Action, you can take 1 Hemoturgy die as damage,
and cast 1 cantrip of your choice as well.
Piercing Spin
At 10th Level, your profiency with your weapon grows more
fierce, and your desire for Blood Shed more intense. If a
creature you have attacked with your weapon in the last 1
minute died, you may draw their strength into your weapon.
You may use your Bonus action to put up your guard,
spinning your weapon gracefully in your hands. Any creature
who attacks you will take 1 Roll of your Hemoturgy Die as
Piercing damage. And if they fail a Constitution Saving
Throw, they will be moved back a number of feet equal to
your weapon's range.
Improved Ichor Weapon
At 14th Level, you have mastered the ability to form and
enhance your weapon of choice with your Blood and Magic.
Your weapon counts as a +2 Weapon, unless you use this
ability on a Magical Weapon. If that is the case, you may add
+1 to that weapon. Additionally, by taking 1 roll of your
Hemoturgy die as damage, you may add your Constiution and
Intelligence Modifier as Poison damage for 1 minute. This
damage ignores resistance, and treats Immunity as
resistance.
Calling of
Life Sipper
T
hose who feel a calling to the more vampiric
and primal beings who feast on the source of
Hemoturgy draws you to this class. Perhaps to
regain something you feel you’re losing, or
perhaps you simply have found a desire to feed
on living things for the sake of understanding?
Essence Draining
At 2nd Level, you have learned to imbue your spells with life-
sucking energy. Whenever a creature dies that took damage
from your Spell Attack, you regain a number of hit points
equal to your Proficiency Bonus + Your Intelligence Modifier.
Blood Tracking
At 2nd Level, any creature you have hit with a Spell Attack
now has its location exposed to you. You can see a faint red
aura around the creature, which grows brighter as it moves
away from you. If the creature becomes invisible or moves
more than 60 feet away from you, you lose track of the
creature.
Hunger for Survival
At 6th Level, if you are below half your maximum hit points,
you gain the following effects:
All healing Spells cast upon you have your Hemoturgy die
added to their total.
Your Movement Speed increases by 5 ft.
You do not provoke Attacks of Opportunity from Hostile
Creatures.
You have disadvantage on throws related to Charisma
Dark Frenzy
At 10th Level, if you are below half of your maximum health,
and cast a spell with the range of touch, you may regain Hit
Points equal to your Blood Mage Level + Your Proficiency
Bonus. The next spell attack or roll you are forced to make is
made with Advantage on that roll. Additionally, if that roll is a
Constitution or Intelligence Saving Throw, you may add your
modifier twice.
Vampiric Power
At 14th Level, your ability to absorb life essence has
increased further. At the beginning of every turn, if you are
below half of your maximum hit points, you regain 5 Hit
Points.
Additionally, as an action, you may temporarily increase your
maximum hit points by 1 roll of your Hemoturgy Die + your
Constitution Modifier Once per Long Rest.
Y
ou feel a call to manipulate your life blood to an Improved Weaving
even further extent, manipulating the liquid of
your blood itself. Making you an even deadlier At 6th Level, your mastery of blood Manipulation increases.
foe, and an even more tremendous ally. By using your action, you can attempt to manipulate the flow
of blood in a foe's body. They must make a Constitution
Blood Spears Saving Throw. Upon Failure, they take 1 roll of your
At 2nd Level, whenever you take damage from an attack, you Hemoturgy Die as damage and you may inflict one of the
effects listed below. On success, they only take the damage.
may choose 3 5x5x5 cubes within 30 feet of you. As an
action, any creatures within 5 feet of the 3 spots you have Their movement speed this turn drops to 0.
chosen must make a Dexterity Saving Throw. On Failure, You may send them 10 feet in any direction you choose.
they take 2 rolls of your Hemoturgy Die as Magical Piercing They have disadvantage on attack rolls against you this
Damage. On Success, they take half damage turn.
You may inflict the Frightened Status effect on them (This
Blood Enhancement lasts for 1 minute).
At 2nd Level, you may take 1 roll of your Hemoturgy Die as Countless Spears
damage. You may enhance one weapon equipped by you or
an ally. For 1 minute, you may add your Constitution Modifier At 10th Level, you may now choose 6 5x5x5 cubes within 60
to the attack's damage rolls. Additionally, you may add +1 to feet of you. As an action, any creatures within 5 feet of the 6
your attack rolls. spot you have chosen must make a Dexterity Saving Throw.
On Failure, they take 4 rolls of your Hemoturgy Die as
Magical Piercing Damage. On Success, they take half
damage.
Forced Clotting
At 14th Level, You have mastered the ability to weave your
blood and that of others too. Using your reaction, if you or
any creature within your sight takes damage, you may reduce
that damage by 1 Roll of your Hemoturgy die. Additionally, for
the rest of the round, the target of the effect gains Resistance
to that damage type.
Calling of
Hemorrhaging
T
he Call of Hemorrhaging is for those who wish
to wreak destruction and as much pain as
possible. Chaos follows those who take this
deadly path, and you simply just go with it,
happily enjoying the blood you shed.
Spell of Hemorrhaging
At 2nd Level, your spell attacks now possess an extra effect. If
you successfully hit a target, you deal an additional 1d8
Necrotic Damage. The target must make a Constitution
Saving Throw. On failure, they take 1d8 Necrotic Damage
next turn. This Saving Throw can be repeated once per turn.
If they succeed, the effects end. You may only use this feature
a number of times equal to your Profiency Bonus per long
rest.
Hemorrhaging Mark
At 2nd Level, you have begun growing experienced with the
casting of spells fueled by your own Life Blood. As a Bonus
Action, when casting a spell targetting a creature under the
effects of the Spell of Hemorrhaging, you have advantage on
the attack roll
Chaos Magic
At 6th Level, you have begun to embrace more of the chaos
and Bloodshed you are feeling compelled to take part in.
Whenever you cast a spell of 3rd level or Higher, you must
make an Intelligence Saving Throw. Upon failure, your spell
will change and transform chaotically before you send it off.
Your spell’s target will be chosen by your DM if it is a Ranged
Spell. If the spell has an area of effect, you become the center
of that spell. You may move 15 feet before the spell activates,
and you automatically succeed on the Saving Throw for that
particular spell’s effects. In exchange, your spell deals an
additional 2 damage die as damage.
Curse of Blood
At 10th Level, the necrotic damage inflicted upon those who
suffer the Spell of Hemorrhaging now take 2d8 as damage.
Additionally, your spells now ignore cover during their
casting. Any Foe inflicted with the effects of the Spell of
Hemorrhaging will fall prone if they have been under the
effects for 4 or more turns.
Hemorrhaging Life
At 14th Level, Your Spell of Hemorrhaging improves further.
For every 10 feet of movement speed used, they take 2d8
Necrotic Damage. This damage acts normal to those with a
Resistance against it, and a Resistance if they have an
immunity to it.
Artists credit
This class was created by Kain , with much
appreciated help from highestzociety
Pictures Credit
Cover Page: by AugurandKeeper
image1: by TamVmaT
image2: Gamael the Dark Bishop by maurilustrador
image3: Ariella, Bloodline Maestro by LeonLeclerc
image4: by Blind2draw
image5: blood mage by ArchiaOryix
image6: by Marie Magny for Wizards of the Coast
image7: by anotherdamian
image8: by SBraithewaite