Blood Mage, Variant (5e Class)

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This content deviates from 5th Edition standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th Edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
  • Warning! This class uses spellcasting which costs health instead of spell slots, and as such does not follow the rules of conventional spellcasting.

Blood Mage[edit]

"Take this, and this, and this, and a little more of this..." -Quote from a blood mage who cast too many spells.

Blood Mage[edit]

Blood mages are usually people who have 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 of harm is needed for a spell to work.

Creating a Blood Mage[edit]

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.


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


Armor: None
Weapons: Simple weapons and light crossbows
Tools: None
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:

Table: The Blood Mage

Level Proficiency
Features Spells Known Cantrips Known Max Spell
1st +2 Spell Casting, Blood Magic, Blood Buffer 4 4 1
2nd +2 Blood Pact 5 4 1
3rd +2 Healthy 6 4 2
4th +2 Ability Score Improvement 7 5 2
5th +3 Sacrifice 8 5 3
6th +3 Blood Pact Feature 9 5 3
7th +3 10 5 4
8th +3 Ability Score Improvement 11 5 4
9th +4 12 5 5
10th +4 Blood Pact Feature 13 6 5
11th +4 14 6 6
12th +4 Ability Score Improvement 14 6 6
13th +5 15 6 7
14th +5 Blood Pact Feature 15 6 7
15th +5 Death's Door 16 6 8
16th +5 Ability Score Improvement 16 6 8
17th +6 17 6 9
18th +6 Blood Pact Feature 17 6 9
19th +6 Ability Score Improvement 18 6 9
20th +6 Blood Boil 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). This includes Cantrips

Spellcasting Focus

You can use an arcane focus or an athame as a spellcasting focus for your blood mage spells. An athame is a dagger imbued with magic to channel magic through. An athame can be bought for 15gp.

Blood Buffer[edit]

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.

Blood Pact[edit]

At 2nd level, you may choose a Blood Pact, 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 Improvement[edit]

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.

Death's Door[edit]

By 15th level, you are constantly flirting with death and have gotten used to it. You have become resistant to necrotic damage and have advantage against necromancy spells.

Blood Boil[edit]

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.

Life Energy[edit]

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.

Spell Sap[edit]

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.

Drain Kill[edit]

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.

Enhanced Healing[edit]

By 14th level, when you are magical healed, Spell Sap included, you are healed for 50% more hit points rounded up.

Blood Siphon[edit]

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.

Robust Constitution[edit]

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.

Less Pain[edit]

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.

Minor Regeneration[edit]

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).

Hearty Body[edit]

By 18th level, you have become extremely well built, your hit point maximum increases by 50 hit points.

Blood Mage Spell List[edit]

You are encouraged to re-skin spells to have the blood magic theme


acid splash, blade ward, booming blade, chill touch, control flames, create bonfire, dancing lights, fire bolt, friends, green flamed blade, infestation, light, mage hand, mending, message, minor illusion, poison spray, prestidigitation, produce flame, ray of frost, shocking grasp, spare the dying, sword burst, thaumaturgy, thorn whip, toll the dead,

1st Level

absorb elements, armor of agthys, arms of hadar, bane, burning hands, cause fear, chaos bolt, charm person, color spray, command, compelled duel, detect magic, detect poison and disease, disguise self, dissonant whispers, entangle, expedious retreat, faerie fire, fog cloud, grease, hellish rebuke, hex, inflict wounds, longstrider, mage armor, magic missile, protection from evil and good, purify food and drink, ray of sickness, shield, thunderwave, witch bolt''

2nd Level

aganazzar’s scorcher, alter self, arcane lock, augury, barkskin, beast sense, blindness/deafness, blur, calm emotions, cloud of daggers, continual flame, cordon of arrows, crown of madness, darkness, darkvision (spell), detect thoughts, dragon’s breath, earthbind, enthral, flame blade, gentle repose, heat metal, hold person, invisibility, knock, levitate, locate object, magic mouth, {{magic weapon, maximilion’s earthen grasp, melf’s acid arrow, mirror image, misty step, pass without trace, phantasmal force, protection from poison, pyrotechnics, ray of enfeeblement, scorching ray, see invisibility, shadow blade, shatter, silence, snilloc’s snowball sworm, spike growth, suggestion, web, zone of truth

3rd Level

blink, counterspell, daylight, dispel magic, fear, fly, glyph of warding, hold person, lightning arrow, 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, fabricate, freedom of movement, giant insect, 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

chain lightning, disintegrate, eyebite, find the path, flesh to stone, forcecage, guards and wards, magic jar, mass suggestion, move earth, sunbeam, true seeing

7th Level

etherealness, finger of death, fire storm, magnificent mansion, mirage arcane, plane shift, prismatic spray, symbol, teleport

8th Level

antimagic field, antipathy/sympathy, demiplane, dominate monster, earthquake, feeblemind, glibness, maze, mind blank

9th Level

astral projection, foresight, gate, imprisonment, weird


Prerequisites. To qualify for multiclassing into the blood mage class, you must meet these prerequisites: Constitution 13 and Charisma 13.

Proficiencies. When you multiclass into the blood mage class, you gain the following proficiencies: simple weapons.

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