Base Class: Wizard
Blood Mage is a subclass designed to use health as a resource, having it's own special spells designed around using health as a cost. The subclass builds up through the levels into intermixing Blood Magic and normal magic to create a risk reward style of play. Pay life to gain power. It's built for intelligent use of the abilities with the gimmick of balancing HP with ability use. There are abilities built for offense and support to allow a varied use of the subclass. The special Blood Spells are built similar to spells. They have a casting time, range, level requirements and become stronger at higher levels. One major difference is the ability to use the weaker or stronger form of Blood Spells when you can with the stronger forms using more HP. This lets the player decide if they want to pay more life for a stronger effect.
Blood Magic
You have decided to learn the taboo art of blood magic. At 2nd level, you learn 2 blood spells from the blood spells table. Whenever you gain a level in this class you can replace a blood spell you know with another.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spell Name |
Spell speed |
Spell Range |
Spell Description |
Level Requirement |
Blood Heal |
Action |
30 feet |
Heal an amount of health missing from an ally. Take damage equal to how much you healed. The amount you heal cannot exceed your current health. |
- |
Blood Charm |
Action |
Touch |
Touch a creature when casting this spell. The creature must pass a wisdom saving throw or be charmed for an hour. Take damage equal to the creature's CR (minimum of 5 damage) when casting this spell at the 6th level in this class it becomes 2 hours, 3 hours at level 10, 4 hours at level 14. |
- |
Blood Spike |
Action |
60 feet |
Create up to 3 shards of your blood and take 1 damage for each shard created. Make a ranged spell attack with each shard created, the shards can target the same creature or separate creatures. If a shard hits, the creature takes 1d4 piercing damage. At the 6th level in this class you can create up to 6 shards, up to 9 shards at level 10 and up to 12 shards at level 14. |
- |
Reactive Blood |
Reaction |
- |
When taking damage from a melee attack your blood can react violently against the attacker. You can take 1 extra damage and have your blood deal 1d4 necrotic damage to the attacker. At the 6th level in this class you can take 2 damage instead to deal 2d4 necrotic damage and at the 10th level you can take 3 damage to deal 3d4 necrotic damage. |
- |
Blood Quickening |
Bonus Action |
Self |
Take 4 damage as your blood speeds up through your body, take the dash action. Starting at the 6th level in this class you can take an extra 2 damage to not provoke opportunity attacks until the end of your turn. |
- |
Blood Coating |
Bonus Action |
Self |
Take 3 damage for each weapon or spellcasting focus that you are wielding and coat them with your blood. The weapons or attack spells cast from the spellcasting focus deal an extra 1d4 necrotic damage for 1 minute. At the 10th level in this class you can take 6 damage instead to deal 2d4 necrotic damage and at the 14th level you can take 9 damage to deal 3d4 necrotic damage. |
- |
Blood Rune |
1 Minute |
Touch |
Inscribe a rune of your blood onto the surface of an inanimate object, after being inscribed the rune fades to be nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. You can store a spell you know in the rune to be later activated by you. Take damage equal to two times the level of the stored spell. You cannot store Blood Spells in the rune. The rune lasts until your next long rest. If the spell requires components then you must use them when you activate the rune. Upon activating the rune use a spell slot equal to the level that the spell is being cast at. If the spell requires concentration then you must concentrate on it. The spells range originates from the rune so if the spell has a range of touch then the target must be touching the rune. |
6 |
Forced Congealing |
Action |
Touch |
Touch a creature and take 4 damage. The creature must pass a constitution saving throw. On a failed roll you inject your own blood into the creature dealing 2d6 necrotic damage and congealing your blood in their veins causing the creature to have disadvantage on dexterity and strength saving throws until the start of your next turn. On a successful roll the creature takes half damage and has no negative effects applied. At the 10th level in this class you can take 6 damage instead and increase the damage by 1d6, at the 14th level in this class you can take 8 damage instead to increase it by 2d6. |
6 |
Blood Seal |
Action |
Touch |
Touch a creature when casting this spell. The creature must pass a wisdom saving throw or be charmed. The creature must do whatever they are told to do by the caster. At the beginning of each of their following turns the creature can roll again to break the spell. Take damage equal to the creature’s CR (minimum of 10 damage) when casting this spell. |
14 |
Blood Rush |
Bonus Action |
Self |
Take 10 damage as you force your blood to rush, sending adrenaline through your body. Take one extra action this turn. |
14 |
Note: Whether the Blood Spells count as spells when it comes to determining ruling such as with the example of the Blood Spell "Blood Coating" buffing "Blood Spike" is at DM discretion. If using them as spells then use the following as a guide for determining level equivalent. Blood Spells cannot be used with spell slots.
2nd level variant - 1st level spell
6th level variant - 3rd level spell
10th level variant - 5th level spell
14th level variant - 7th level spell
spells such as Blood Rune that start being available at level 6 start at 6th level variant, there is no lower level variant for Blood Spells that are only obtainable at a certain level point.
Blood Charm
Touch a creature when casting this spell. The creature must pass a wisdom saving throw or be charmed for an hour. Take damage equal to the creature's CR (minimum of 5 damage).
When casting this spell at the 6th level in this class it becomes 2 hours, 3 hours at level 10, 4 hours at level 14.
Range - Touch
Action Type - 1 Action
Blood Coating
Take 3 damage for each weapon or spellcasting focus that you are wielding and coat them with your blood. The weapons or attack spells cast from the spellcasting focus deal an extra 1d4 necrotic damage for 1 minute. At the 10th level in this class you can take 6 damage instead to deal 2d4 necrotic damage and at the 14th level you can take 9 damage to deal 3d4 necrotic damage.
Range - self
Action Type - 1 Bonus Action
Blood Heal
Heal an amount of health missing from an ally. Take damage equal to how much you healed. The amount you heal cannot exceed your current health.
Range - 30 feet
Action Type - 1 Action
Blood Quickening
Take 4 damage as your blood speeds up through your body, take the dash action. Starting at the 6th level in this class you can take an extra 2 damage to not provoke opportunity attacks until the end of your turn.
Range - Self
Action Type - 1 Bonus Action
Blood Rune
Inscribe a rune of your blood onto the surface of an inanimate object, after being inscribed the rune fades to be nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. You can store a spell you know in the rune to be later activated by you. Take damage equal to two times the level of the stored spell. You cannot store Blood Spells in the rune. The rune lasts until your next long rest.
If the spell requires components then you must use them when you activate the rune. Upon activating the rune use a spell slot equal to the level that the spell is being cast at. If the spell requires concentration then you must concentrate on it. The spells range originates from the rune so if the spell has a range of touch then the target must be touching the rune.
Range - Touch
Casting Time - 1 Minute
Blood Rush
Take 10 damage as you force your blood to rush, sending adrenaline through your body. Take one extra action this turn.
Range - Self
Action Type - 1 Bonus Action
Blood Seal
Touch a creature when casting this spell. The creature must pass a wisdom saving throw or be charmed. The creature must do whatever they are told to do by the caster. At the beginning of each of their following turns the creature can roll again to break the spell. Take damage equal to the creature’s CR (minimum of 10 damage) when casting this spell.
Range - Touch
Action Type - 1 Action
Blood Spike
Create up to 3 shards of your blood and take 1 damage for each shard created. Make a ranged spell attack with each shard created, the shards can target the same creature or separate creatures. If a shard hits, the creature takes 1d4 piercing damage. At the 6th level in this class you can create up to 6 shards, up to 9 shards at level 10 and up to 12 shards at level 14.
Range - 60 feet
Action Type - 1 Action
Forced Congealing
Touch a creature and take 4 damage. The creature must pass a constitution saving throw. On a failed roll you inject your own blood into the creature dealing 2d6 necrotic damage and congealing your blood in their veins causing the creature to have disadvantage on dexterity and strength saving throws until the start of your next turn. On a successful roll the creature takes half damage and has no negative effects applied. At the 10th level in this class you can take 6 damage instead and increase the damage by 1d6, at the 14th level in this class you can take 8 damage instead to increase it by 2d6.
Range - Touch
Action Type - 1 Action
Reactive Blood
When taking damage from a melee attack your blood can react violently against the attacker. You can take 1 extra damage and have your blood deal 1d4 necrotic damage to the attacker. At the 6th level in this class you can take 2 damage instead to deal 2d4 necrotic damage and at the 10th level you can take 3 damage to deal 3d4 necrotic damage.
Action Type - 1 Reaction
Blood Enhancement
You revel in using your blood for power, finding a way to use it with your normal magic. When you cast a spell or cantrip you can take damage equal to twice the spell's level (minimum of 2) and select a creature that your spell targets, your spell has advantage against the creature while the creature has disadvantage against your spell. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1).
You also can learn 2 more Blood Spells for a total of 4.
Blood Gem
You have learned how to concentrate your blood into a crystalized gem. When you create the Blood Gem you can store a spell you know into it. Take 10 damage for each level of the spell. If the spell requires components that would be consumed you must supply them but only need half the price. It takes 1 hour per level of the spell. Anyone can activate the Blood gem to cast the spell with intelligence being the spell modifier. You can have an amount of Blood Gems up to your Intelligence modifier (minimum of 1).
You can also learn 2 more blood spells for a total of 6.
The Price of Blood
You have learned how to flow Blood Magic into normal magic. As an action, you can take damage to regain spell slots. Take damage equal to 3 times the combined level of all the regained spell slots. You can use this feature once per long rest.
You can also learn 2 more blood spells for a total of 8.
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