Blood Mage, Variant (5e Class)
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- Warning! This class uses spellcasting which costs health instead of spell slots, and as such does not follow the rules of conventional spellcasting.
- 1 Blood Mage
- 1.1 Blood Mage
- 1.2 Creating a Blood Mage
- 1.3 Class Features
- 1.4 Vampiric
- 1.5 Steadfast
- 1.6 Blood Mage Spell List
- 1.7 Multiclassing
"Take this, and this, and this, and a little more of this..." -Quote from a blood mage who cast too many spells.
Blood mages are usually people who has excessive pride and confidence in their abilities, so much so that they have resorted to using their own life's essence to cast spells. A blood mage usually recognizes that manipulating the essence of life can be a dangerous endeavor. However, there have been numerous instances of blood mages both weak and powerful who have met demise thinking they could cast 1 more spell only for the spell to fail at an unfortunate time because they lacked the necessary sacrifice to cast the spell. No harm, no foul eh, well maybe a lot harm is needed for a spell to work.
Creating a Blood Mage
Why did you decide to become an adventurer? How did you stumble upon blood magic and why did you decide it was the magic for you? Was it because of your self-confidence, was it taught to you, or was it last ditch attempt at learning magic because of your poor spell casting?
- Quick Build
You can make a blood mage quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma then Dexterity. Second, choose the charlatan background.
As a Blood Mage you gain the following class features.
- Hit Points
Weapons: Simple weapons and light crossbows
Saving Throws: Constitution, Charisma
Skills: Choose three from Acrobatics, Arcana, Deception, Insight, Investigation, Perception, Persuasion, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a dungeoneer's pack or (b) an explorer's pack
- a potion of healing
|Features||Spells Known||Cantrips Known|| Max Spell |
|1st||+2||Spell Casting, Blood Magic, Blood Buffer||4||4||1|
|4th||+2||Ability Score Improvement||7||5||2|
|6th||+3||Blood Deal Feature||9||5||3|
|8th||+3||Ability Score Improvement||11||5||4|
|10th||+4||Blood Deal Feature||13||6||5|
|12th||+4||Ability Score Improvement||14||6||6|
|14th||+5||Blood Deal Feature||15||6||7|
|16th||+5||Ability Score Improvement||16||6||8|
|18th||+6||Blood Deal Feature||17||6||9|
|19th||+6||Ability Score Improvement||18||6||9|
You are a mage who uses your own life essence to fuel your spells.
At 1st level, you know four cantrips of your choice from the Blood Mage Spell List. You learn additional blood mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blood Mage table.
- Blood Magic
To cast one of these blood mage spells, you must lose a certain amount of hit points descripted below in spellcasting ability and here or you may use a spell slot gained through another class. When you damage yourself this way, you do not make a concentration check, and you go to 1 hit point when you cast a spell that has a higher hit point cost than your hit points and the spell fails. You are unable to cast spells that heal hit points through Blood Magic.
- Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the Blood Mage Spell List, as shown at the bottom of the class.
The Spells Known column of the Blood Mage table shows when you learn more blood mage spells of your choice from the Blood Mage Spell List. Each of these spells must be equal or lower than the Max Spell Level on the Blood Mage Table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can 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 equal or lower than the Max Spell Level on the Blood Mage Table.
- Spellcasting Ability
Charisma is your spellcasting ability for your blood mage spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a blood mage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spell HP Cost = half your total level rounded down + (5 * spell slot level)
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your blood mage spells.
By 1st level, you have gained access to a pool of HP that may only be used to reduce the damage your spells deal to you. This pool is equal to (4 + your Constitution modifier(minimum 1)) x your blood mage level. You regain all of your Blood Buffer HP when you finish a long rest.
At 2nd level, you may choose a Blood Deal, which grants you features at 2nd level and again at 6th, 10th, 14th and 18th levels.
By 3rd level, a blood mage's heartiness is starting to affect you. You have advantage on all Constitution saving throws from magic.
Ability Score Increase
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 using this feature.
By 5th level, you have figured out how to effectively heal allied creatures. As an action, you may touch a creature and give it temporary hit points equal to your blood mage level + your Constitution modifier(minimum 1) and you lose hit points equal to that amount. If you would go to below 1 hit point, you only lose enough hit points to make you go to 1, and the creature gains only the amount of hit points you had minus 1. You may use this feature a number of times equal to your Constitution modifier(minimum 1) and regain all uses of this feature once you finish a long rest.
By 15th level, you are constantly flirting with death and have gotten used to it. You have become resistant to necrotic damage and are immune to necromancy spells.
By 20th level, you have attained mastery over blood magic. You may reduce the cost of all 1st, 2nd, and 3rd level spells' HP cost by half before any of your class features that reduce the cost apply.
A blood mage who can sap strength from others.
By 2nd level, you know how to spend extra hit points to increase your damage. When you cast a spell, you may spend an amount of hit points equal to your Constitution modifier (minimum 1) to increase the damage a spell deals by 2 damage for each hit point used.
By 6th level, you know how to siphon life from whatever any spell that hits a creature. When you cast a spell on a creature, you heal hit points equal to the spell slot level used on the spell, up to a maximum of once per spell.
By 10th level, you can now drain the life essence out of a creature when it dies. When you kill a creature, you heal hit points (minimum 2) equal to double its CR.
By 14th level, when you are magical healed, Spell Sap included, you are healed for 50% more hit points rounded up.
By 18th level, you have learned how to directly pull life out of a creature, but not without risk. As an action, you can make a ranged spell attack against the creature within 60ft of you at any level. If it hits, you deal damage to the creature equal the hit point cost of the spell to the without losing any hit points. If you miss, you lose the hit point cost of the spell without doing anything.
A blood mage who specializes in trying not to harm themselves.
By 2nd level, your robust constitution is starting to show, your hit point maximum increases by 4, and it increases by 2 every time you gain a level in this class.
By 6th level, you have gained an unnatural resilience to damage. When you finish a long rest, you may choose a damage type. You are considered resistant to that damage type until you finish another long rest.
By 10th level, you have learned how to channel some of your blood magic into healing. If you are below half your maximum health, you may use a bonus action to use a hit die to heal yourself for the hit die + your Constitution modifier (minimum 1).
By 14th level, you have learned how to make your spells hurt a little less. Whenever you cast a spell, it costs less hit points equal to your Constitution modifier (minimum 1).
By 18th level, you have become extremely well built, your hit point maximum increases by 50 hit points.
Blood Mage Spell List
You learn certain spells that you cast through sacrificing your own vitality.
- 1st Level
burning hands, charm person, color spray, comprehend languages, detect magic, detect poison and disease, disguise self, entangle, faerie fire, feather fall, fog cloud, identify, longstrider, mage armor, magic missile, protection from evil and good, purify food and drink, witch bolt''
- 2nd Level
alter self, arcane lock, augury, blindness/deafness, blur, calm emotions, cload of daggers, darkness, darkvision (spell), detect thoughts, heat metal, hold person, invisibility, knock, levitate, locate object, magic mouth, mirror image, misty step, phantasmal force, ray of enfeeblement, scorching ray, see invisibility, suggestion, web, zone of truth
- 3rd Level
blink, counterspell, daylight, dispel magic, fear, fly, glyph of warding, hold person, lightning bolt, magic circle, nondetection, protection from energy, remove curse, sending, sleet storm, slow, speak with dead, stinking cloud, tongues, water breathing, water walk
- 4th Level
arcane eye, banishment, black tentacles, blight, compulsion, confusion, dimension door, freedom of movement, greater invisibility, hallucinatory terrain, ice storm, locate creature, polymorph, resilient sphere, stoneskin, wall of fire
- 5th Level
antilife shell, animate objects, cone of cold, contagion, creation, dominate person, contact other plane, dispel evil and good, geas, hold monster, insect plague, legend lore, mislead, modify memory, planar binding, scrying, seeming, telekinesis, teleportation circle, wall of force
- 6th Level
- 7th Level
- 8th Level
- 9th Level
Proficiencies. When you multiclass into the blood mage class, you gain the following proficiencies: simple weapons.