Blood Mage Image
Prerequisite: Spellcasting Class Feature
 

You have learned to tap into the inherent power of blood to bolster, and even fuel, your spellcasting. Unlike conventional magic, you do not touch the Fade when casting spells and are more susceptible to demonic possession. You gain access to Blood Magic and special spells only available to you while using Blood Magic.

Blood Magic. As a bonus action on your turn, you can choose to spill your blood and activate your Blood Magic, using it to power your spells instead of Mana. When you cast a leveled spell, you can spend Hit Dice or Hit Points instead of your Mana points, expending one Hit Die or 1d6 Hit Points per spell level cast. If you spend Hit Points, this damage cannot be resisted in any way and reduces both your current and maximum Hit Points until you finish a short rest. Additionally, while your Blood Magic is active, you gain the following benefits and drawbacks:

  • Maker’s Pariah. While your Blood Magic is active, you cannot receive healing through ordinary means (spells, heath potions, etc.) unless otherwise stated.
  • Empowered Magic. While your Blood Magic is active, you gain a +2 bonus to spell attack rolls and spell save DCs. If you spend a Hit Die to cast a damaging spell, you may roll the Hit Die spent and add it to the spell’s damage roll.
  • Demonic Presence. When you cast a spell that would inflict the Charmed or Frightened condition on an enemy, you can expend an additional Hit Die or 1d6 Hit Points to empower the spell. If you do so, enemies have disadvantage on the saving throw to resist the effects of that spell.
  • Demonic Beacon. While using Blood Magic, you risk attracting the attention of demons. Any time you cast a spell, roll a saving throw equal to 10 + the spell’s level. The type of saving throw used is determined by the character’s spellcasting ability score (i.e. Intelligence for Wizard, Wisdom for Cleric, etc.). On a failed save, the player gains a level of Demonic Influence.
Blood Mage Image

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