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 Battle Ready 12 6 5th 3
14th +5 5 Blood Deal feature 12 6 5th 4
15th +5 5 Pain is Power 13 7 5th 4
16th +5 5 Ability Score Improvement 13 7 5th 4
17th +6 5 Magic Mind 14 7 5th 5
18th +6 5 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. Your sacrifice grants you features at 3rd level and again at 6th, 10th, and 14th level.

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.

Blood Learning

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

Battle Ready

At 13th level, when you enter combat your body instantly responds to your battle urges releasing a heavy dose of adrenaline into your system. After rolling your Initiative roll, you gain temporary hit points equal to your blood mage level.

Pain is Power

At 15th level, when you take damage, you may use your reaction to deal half the damage dealt with you to another creature within 60 feet of you. You regain use of this feature after you finish a short or long rest.

Magic Mind

When you reach 17th level, your mind has become quick and complicated compared to before you started your journey as a blood mage. You are now considered proficient in Wisdom saving throws and have advantage against being charmed.

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.

Arcane Infused

By channelling the magic within your blood you gain temporarily gain greater arcane knowledge. You have advantage on Arcana checks and any Intelligence checks related to magic.

Blood Armor

By controlling your own blood, you form a suit of armor around you made entirely of blood if you are wearing no armour as a bonus action. This suit of armor is considered to be light armor and has an AC of 12 + your Constitution modifier. You take necrotic damage equal to your level to form this armor 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, you may use your reaction to deal necrotic damage to them 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. You regain use of this brand after you finish a short or long rest.

Carnage

Prerequisite: 11th level

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

Efficient Caster

You ignore consumed material components when casting your blood mage spells.

Enhanced Weaponry

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, whenever you deal damage you regain hit points equal to your proficiency bonus. This brand may only be used once every turn, and you regain use of this brand after 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 heal yourself as if you had taken a short rest.

Reverse Regeneration

As a bonus action, you may deal 8 necrotic 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.

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

Pure Body

Starting at 3rd level, you can use your action to end one effect on yourself that is causing you to be blinded or poisoned. You also have advantage on effects that petrify you.

Bloodied

Starting at 6th level, your pact empowers you with unholy resistance for a limited time. When you drop below half health, you gain advantage on all Constitution saving throws and gain resistance to poison and acid damage.

Juggernaut

Starting at 10th level, when you are reduced to 0 hp you may expend a hit die, provided you have one and gain half that amount in hp (rounded up), and temporary hp equal to the remaining amount. You regain use of this feature after you finish a short or long rest.

Restored Vitality

Starting at 14th level, when you finish a short rest, you may regain spent hit dice equal to your Constitution modifier(minimum 1). You may use this feature once, and you regain use of this feature after you finish a long rest.

Arcane Enhancer

Arcane Lookout

Starting at 3rd level, you have learned how to use magic to aid in the search for something. You may gain proficiency in the Investigation or the Perception skill, and if you already have proficiency in it, you can double your proficiency bonus.

Mental Enhancement

Starting at 6th level, your brain fills with magic energy gifting you with the ability to channel magic. You may learn 2 cantrips from the druid spell list or the wizard spell list.

Piercing Spells

Starting at 10th level, you may choose a damage type to empower. Your spells that deal that damage type ignore creatures' resistance to that damage type. Once a damage type is chosen, it can not be changed.

Bloody Spellcasting

Starting at 14th level, you may spend a hit die as a bonus action to increase your Spell attack modifier and Spell save DC by 2 until the start of your next turn.

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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