Blood Mage (5e Class)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e 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:
Besides using spell slots to cast spells, this class may use its hit dice to cast spells, increase the class's damage output, and various other non-standard effects.


Blood Mage

A party of travelling drow cripple a pack of dire wolves with a sudden flash of crimson power.

A tribal half-orc drains the life force from its weakened prey, becoming invigorated by its suffering.

Blood mages harness their vitality and manipulate it to their advantage, using it to cripple their enemies, strengthen themselves, and to cast spells. As a blood mage, you learn to control the life force within yourself and command it to your will.

Power in the Blood

Blood mages understand that life in itself is power and that this power manifests itself through the blood that courses through all living things. A blood mage may or may not respect the power that comes with using their own vitality to cast spells.

Blood mage spells mostly deal with the manipulation of blood, their own or others, for the purposes of domination, protection, or offence. As part of their connection to the power of life, they are also naturally attuned to the minds and wills of living things such as animals and people.

Power and Sacrifice

A blood mage recognizes that manipulating their life essence can be a dangerous and auspicious endeavor. If they abuse their power and ignore the limitations of their own bodies, they could easily destroy themselves. This risk, however, is not without its own rewards. Blood mages that wish to further their own power undergo ritualistic acts known as sacrifices.

A sacrifice is a ritual that magically signifies the blood mage's commitment to the powers of blood magic as well as their own affirmation to their desires and goals...

Creating a Blood Mage

When deciding on the blood mage class, think about what led your character to draw upon the essence of life. Are they the descendants of blood mages, or did your character encounter a blood mage and become enamored with the power they commanded? Lust for power and disregard for the convention are excellent driving forces behind a longing for the powers of blood magic. What are you attempting to accomplish? Do you respect the life force that you desire to command? Perhaps your character feels drawn to blood magic more for its closeness to unadulterated life, or maybe you seek to become greater than life itself through forcible subversion.

What has lead your character to become an adventurer? It could be that they seek out ancient secrets to strengthen themselves. Perhaps they travel for desires of greed and fame.

Quick Build

You can make a blood mage quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. 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

Proficiencies

Armor: light
Weapons: Simple weapons, melee martial weapons, and light crossbows
Tools: None
Saving Throws: Charisma, Constitution
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Persuasion, Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) A shortsword and a whip
  • (a) a scholar's pack or (b) an explorer's pack
  • (a) Leather armor or (b) hide armor
  • (a) a component pouch or (b) an arcane focus

Table: The Blood Mage

Level Proficiency
Bonus
Cantrips
Known
Features Spells
Known
Infusions
Known
Slot Level Spell Slots
1st +2 3 Blood Casting, Spellcasting 2 1st 1
2nd +2 3 Blood Infusions 3 2 1st 1
3rd +2 3 Blood Deal 4 2 2nd 2
4th +2 3 Ability Score Improvement 5 2 2nd 2
5th +3 3 6 3 3rd 2
6th +3 3 Blood Deal feature 7 3 3rd 2
7th +3 4 8 4 4th 2
8th +3 4 Ability Score Improvement 9 4 4th 2
9th +4 4 10 5 5th 2
10th +4 4 Blood Deal feature 10 5 5th 2
11th +4 4 Blood Learning 11 5 5th 3
12th +4 4 Ability Score Improvement 11 6 5th 3
13th +5 4 12 6 5th 3
14th +5 5 Blood Deal feature 12 6 5th 4
15th +5 5 13 7 5th 4
16th +5 5 Ability Score Improvement 13 7 5th 4
17th +6 5 14 7 5th 5
18th +6 5 Pain is Power 14 8 5th 5
19th +6 5 Ability Score Improvement 15 8 5th 5
20th +6 5 Magic Renewal 15 8 5th 5

Blood Casting

At 1st level, you have learned how to use your own vitality to cast spells instead. You may spend an amount of hit dice equal to the spell slot level used to cast a spell known. You may cast these spells at a spell slot level shown in the Blood Casting table below.

Blood Casting
Blood Mage Level Slot Level
1st 1
2nd 1
3rd 2
4th 2
5th 3
6th 3
7th 4
8th 4
9th 5
10th 5
11th 6
12th 6
13th 7
14th 7
15th 8
16th 8
17th 9
18th 9
19th 9
20th 9

Spellcasting

You are a mage who uses your own life essence to fuel your spells.

Cantrips

At 1st level, you know three cantrips of your choice from the warlock 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.

Spell Slots

The Blood Mage table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your blood mage spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Magic Missile, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Blood Mage table shows when you learn more blood mage spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new blood mage spell, which can be 1st, 2nd, or 3rd 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 warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your blood mage spells, so 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

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your blood mage spells.

Blood Infusions

At 2nd level, you gain two blood infusions of your choice. Your infusion options are detailed at the end of the class description. When you gain certain blood mage levels, you gain additional infusions of your choice, as shown in the Infusions Known column of the Blood Mage table.

Additionally, when you gain a level in this class, you can choose one of the blood infusions you know and replace it with another infusion that you could learn at that level.

Blood Deal

At 3rd level, your pursuit of magical powers leads you to enact the ancient rites of blood magic. Choose Resolute Mage or Arcane Enhancer. Your sacrifice grants you features at 3rd level and again at 6th, 10th, and 14th level.

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 using this feature.

Blood Learning

At 11th level, your knowledge of spells and their effects has expanded greatly since you started spellcasting. You learn two 2nd level or lower spells from the wizard spell list which do not count against your number of spells known.

Pain is Power

At 18th level, when you take damage, you may use your reaction to also deal half the damage you have taken to another creature within 60 feet of you. Once you use this feature, you can not use it again until you finish a short or long rest.

Magic Renewal

When you reach 20th level, your spells can heal you for small amounts of health. When you cast a spell using Blood Casting or using a blood mage spell slot, you regain hit points equal to double the spell slot level the spell was cast at.

Blood Infusions

If a blood infusion has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Blood Armor

As an action, you may spend a hit die or take 2d8 necrotic damage to form a suit of armor around yourself made entirely of blood. While you are wearing no armor and not wielding a shield, your AC equals 12 + your Constitution modifier. Once formed, this armor lasts for 8 hours.

Blood Regeneration

After you finish a long rest, you regain all spend hit dice.

Bloody Rebuff

Prerequisite: 5th level

When you are the target of an attack, spell, or effect, and the creature that targeted you is within 10 feet of you, as a reaction, you can deal necrotic damage to the creature that targeted you equal to your Constitution modifier + your Charisma modifier.

Boiling Blood

Prerequisite: 5th level

You infuse yourself with primal fury when hit, causing your blood to boil. When you are hit with a melee attack, you may activate this brand as a reaction. Until the start of your next turn, you gain resistance to slashing, piercing and bludgeoning damage. Once you use this brand, you can not use it again, until after you finish a long rest.

Carnage

Prerequisite: 11th level

Your attacks have become particularly savage. You gain a bonus equal to your damage rolls on melee attacks equal to Constitution modifier.

Enhanced Weaponry

Prerequisite: 7th level

You may cast the magic weapon spell at will on a weapon that you are wielding, without expending a spell slot or material components.

Fleet Footed

Prerequisite: 10th level

Your base movement speed increases by 5 feet and in now only takes you 5 feet of movement to stand from being prone.

Infused Spellcasting

You now know how to spend hit points to increase your spell's damage. When you cast a spell, you may spend a number of hit points equal to your Constitution modifier (minimum 1) to increase the damage the spell deals by 1 damage for each hit point used.

Leech

Prerequisite: 5th level

You extend your power through your brands as a bonus action, allowing you to strengthen yourself by harming your enemies. For 1 minute, once per turn, whenever you deal damage to a creature, you regain hit points equal to your proficiency bonus. Once you use this brand, you can not use it again until you finish a long rest.

Looming Shadows

Prerequisite: 3rd level

You can cast the darkness spell using a blood mage spell slot.

Magical Locator

Prerequisite: 3rd level

You can cast the locate object spell at will, without expending a spell slot or material components.

Quick Movement

You may take the Dash or Disengage action as a bonus action for 1 hit die.

Quick Recovery

As an action, you may spend a hit dice to recover an amount of hit points equal to the amount rolled on the hit die + your Constitution modifier (minimum of one).

Reverse Regeneration

As a bonus action, you may deal 8 damage to yourself that may not be reduced in any way to regain one spent blood mage hit dice. You may use this feature a number of times equal to your Constitution modifier (minimum of one) and you regain all uses of this feature after you finish a long rest.

Short Teleport

Prerequisite: 7th level

You can cast the misty step spell using a blood mage spell slot.

Siphon

Prerequisite: 11th level

As an action, you can attempt to siphon the life out of a creature you can see within 60 feet of you. The target creature must make a Constitution saving throw. A creature takes 2d8 + your blood mage level necrotic damage on a failed save, or half as much damage on a successful one and you regain hit points equal to the damage dealt. Once you use this feature, you can not use it again until you finish a long rest.

Slow Fall

You can cast the feather fall spell at will, without expending a spell slot or material components.

Smooth Talker

You gain proficiency in the Deception and Persuasion skills.

Swift Swing

Prerequisite: 5th level

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Resolute Mage

Blood mages who choose the rite of the resolute mage are spellcasters who use their specialized abilities in order to keep themselves alive long past the point where regular spellcasters would be in danger of dying.

Bloody Shield

Starting at 3rd level, as a bonus action, you may create a blood shield for 1 minute. This shield grants you temporary hit points equal to 1d8 + your blood mage level and while you have these temporary hit points, as a bonus action, you may spend a hit die to increase the temporary hit points the blood shield has by the amount rolled + your Constitution modifier (minimum of 1). Once you use this feature, you can not use it again unless you spend 1 hit die when you finish a short rest to regain use of it or finish a long rest.

Bloodied

Starting at 6th level, your magic empowers you with unnatural resistances when you are damaged. When you drop below half your maximum hit points, you gain advantage on all Constitution saving throws and gain resistance to necrotic, poison, and acid damage.

Undying Juggernaut

Starting at 10th level, when you are reduced to 0 hit points and you have a hit die, you may expend a hit die and regain hit points equal to the amount rolled. Once you use this feature, you can not use it again until you finish a short or long rest.

Rejuvenation

Starting at 14th level, you gain the ability to rapidly recover from fatigue and wear and tear. As an action, you may regain a number of spent hit dice equal to your Constitution modifier (minimum of 1). Once you use this feature, you can not use it again until you finish a long rest.

Arcane Enhancer

Blood mages who seek to use blood magic to further power their spells and magic choose to become arcane enhancers. Through the brand of an arcane enhancer, blood mages do gain greater power, but those who choose this path need to be careful to not lose themselves with their power.

Maximum Empowerment

Starting at 3rd level, you gain the ability to supercharge a singular spell you can cast. When you would cast a spell, you may choose to empower that spell. Creatures affected by that spell have disadvantage on their next saving throw made against it and if you roll a 1 or 2 on the spell's damage roll, you may reroll the damage die, and you must use the new roll. Once you use this feature, you can not use it again until you finish a long rest.

Shielding Spells

Starting at 6th level, you gain the ability to redirect some magical energy when you cast a spell in order to protect yourself. When you cast a spell, you gain temporary hit points equal to your Constitution modifier (minimum of one) until the start of your next turn.

Piercing Spells

Starting at 10th level, you gain the ability to enhance your spells using hit dice. When you deal damage to a creature and it has resistance to one of the damage types dealt by the spell, you may spend a hit die to ignore all creature's resistances to that spell's damage. You may use this feature twice and you regain all expended uses of this feature when you finish a long rest.

Bloody Bombardment

Starting at 14th level, as an action, you may use hit dice to cast any number of spells using Blood Casting that take an action or bonus action to cast. These spells are cast with no action required, and you can not cast the same spell more than once at a time. Once you use this feature, you can not use it again until you finish a long rest.

Multiclassing

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

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


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