Devil’s Sight. Magical darkness doesn’t impede the blood mage’s vision.
Fanatical Concentration. While below half its hit points, the blood mage has advantage on Constitution saving throws made to maintain concentration.
Blood-Fueled Magic. Certain abilities and spells require the blood mage to expend Hit Dice. Whenever the blood mage expends Hit Dice in this way, it loses hit points equal to the amount rolled.
Spellcasting. The blood mage is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It requires no material components to cast its spells.
At Will: Eldritch Blast, Alter Self, Boil Blood
3/Day Each: Hold Person, Suggestion, Fear, Misty Step, Sanguine Shield, Crimson Lash
1/Day Each: Blight, Suffocate, Slow, Bigby’s Hand
Blood Control. (Recharge 5–6) The blood mage targets one creature with blood within 30 feet. The target must succeed on a DC 15 Strength saving throw or the blood mage partially seizes control of its body until the end of the target’s next turn. Until the effect ends: The target’s speed is halved, it has disadvantage on attack rolls against the blood mage, and the blood mage can force the target to use its reaction immediately to make one weapon attack against a creature of the blood mage’s choice.
Ritual Dagger. Melee Weapon Attack: +6, reach 5 ft., one target.
Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) necrotic damage.
A creature hit by this dagger has disadvantage on the next saving throw it makes against a spell cast by the blood mage before the end of the blood mage’s next turn.
Open the Vein. The blood mage slices its own flesh or that of a willing creature within 5 feet. The next spell the blood mage casts before the end of its turn gains one of the following benefits: one target has disadvantage on its first saving throw against the spell, or the blood mage gains advantage on the spell attack roll.
The blood mage or creature takes 7 (2d6) necrotic damage which ignores resistance and immunity.
Blood Stitching. When the blood mage takes damage, it can expend up to 3 Hit Dice, rolling them and reducing the damage taken by half the total rolled.
Hemoptysis (3/Day). When a creature the blood mage can see within 60 feet casts a spell with a verbal component, the blood mage forces the creature to make a DC 15 Constitution saving throw. The DC decreases by 1 for each spell level above 3rd. On a failed save, the creature coughs blood violently and the spell fails without effect.
Description
The Cult of Bhaal blood mages stand at the apex of the Murder Lord’s mortal clergy, serving not merely as priests, but as living vessels for his will. Within the cult, they are revered as interpreters of divine slaughter—figures believed to hear meaning in every spilled drop of blood and prophecy in every violent death. Their bodies are marked by ritual scars, self-inflicted wounds, and crimson sigils carved into flesh through years of sacrificial devotion.
Blood mages view all creatures through the lens of murderous potential. Those capable of cruelty, ambition, and bloodshed are seen as worthy converts to Bhaal’s doctrine, while the weak and compassionate are destined only for sacrifice.
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