Barbarian
Base Class: Barbarian

Path of the Blood Magic

Similar to warlocks, and yet distinct, the blood mage sacrifices a little bit of their life and emotion in order to fulfil an agreement with a supernatural entity granting them magical powers. The nature of their patrons and pacts vary as widely as warlocks do, but the price is always the same: Blood.

 

BLOOD MAGIC SPELLCASTING                                                                   Spell levels known

Level       Cantrips              Rages        Rage Damage              1           2          3           4

1               -                             2                              +2                         -              -              -              -

2               -                             2                              +2                         -              -              -              -

3               2                            3                              +2                        3              -              -              -

4               2                            3                              +2                        4              -              -              -

5               2                            3                              +2                        4              -              -              -

6               2                            4                              +2                        4              -              -              -

7               2                            4                              +2                        4              2              -              -

8               2                            4                              +2                        4              2              -              -

9               2                            4                              +3                        4              2              -              -

10             3                            4                              +3                        4              3              -              -

11             3                            4                              +3                        4              3              -              -

12             3                            5                              +3                        4              3              -              -

13             3                            5                              +3                        4              3              2              -

14             3                            5                              +3                        4              3              2              -

15             3                            5                              +3                        4              3              2              -

16             3                            5                              +4                        4              3              3              -

17             3                            6                              +4                        4              3              3              -

18             3                            6                              +4                        4              3              3              -

19             3                            6                              +4                        4              3              3              2

20             3                      Unlimited                     +4                        4              3              3              3

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See the Players Handbook chapter 10 for the general rules of spellcasting and chapter 11 for the druid and warlock spell lists.

Cantrips. You learn two cantrips of your choice from the druid or warlock spell lists. You learn an additional cantrip of your choice at 10th level.

Spells Known of 1-LeveI and Higher. The Blood Magic Spellcasting table shows how many spells you know of 1st level and higher. To cast one of these spells, you take damage equal to the spell’s level and must expend a use of your barbarian rage.

For example, if you know the 2nd level spell Darkness and have three rages available, you can cast darkness and will take 2hp damage, requiring a constitution saving throw (DC10) to maintain concentration. If the constitution save is successful, the spell is cast and two rages remain available. If the constitution check fails, the spell is not cast, no rage is expended but the hp damage is already taken.

Spellcasting Ability. Constitution is your spellcasting ability for your druid spells, since you learn your spells through carving your own flesh at the direction of a supernatural being you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your constitution modifier

Spell attack modifier = your proficiency bonus + your constitution modifier

Blood Strength. Blood Magic is especially potent for both healing and harming, any spells cast via blood magic which add or subtract hit points from a target, add or subtract (as appropriate) the Barbarian Rage damage.

Blood Pact

At 6th level, your patron has come to appreciate the sacrifices in blood you have made, gifting you with a boon equivalent to those of warlocks. An image is carved deeply into your flesh, sealed with a brand, forever marking your allegiance in blood and scar. Additionally, each pact is enhanced as if by an equivalent warlock invocation. 

The Eye: (Equivalent to Pact of the Tome with Aspect of the Moon invocation)

The Shield: (Equivalent to Pact of the Talisman with Protection of the Talisman invocation)

The Spirit: (Equivalent to Pact of the Chain with Voice of the Chain Master invocation)

The Weapon: (equivalent to Pact of the Blade with Improved Pact Weapon invocation)

***It is at the DM's discretion whether a multiclass Barbarian-Warlock may take the same equivalent pact and gain or stack the benefits, or if the multiclass character must choose different pacts for each class.***

Pact of the Eye

The image of one or more staring eyes are branded to your body (typically forehead, chest or hand) representing your patron's watchful gaze. When you gain this feature, choose three cantrips from any class's spell list. You can cast those cantrips at will. They don't count against your number of cantrips known. You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as binding wounds, cooking, eating, reading and keeping watch.

Pact of the Shield

You can use your reaction at any time when you are not incapacitated to create or summon a magical shield that can aid the wielder when the need is great. The shield grants the bearer a +2 bonus to AC. When the bearer fails an ability check or saving throw, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to two times your proficiency bonus, and all expended uses are restored when you finish a long rest. The shield disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

Pact of the Spirit

You learn the Find Familiar spell and cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the
normal forms for your familiar or a special form approved by your DM (suggestions: imp, pseudodragon, quasit, or sprite). Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own. You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Pact of the Weapon

You can use your action lo create a pact weapon in your empty hand. You can choose the form that this weapon lakes each time you create it. This weapon counts as magical and grants a bonus of +1 to attack and damage rolls, unless it is a magic item with greater bonuses. The weapon functions as an arcane spell focus for your druid and warlock spells.

Blood of Others

At 10th Level, you have become practiced in binding wounds, staunching blood, applying tourniquets - generally stopping the flow of blood and understand the many natural pathways of the body. You gain the Medicine skill if you are not already proficient. You gain the Spare the Dying cantrip. When you successfully use either to stabilize a dying creature, even if it is not an ally, you regain a single use of rage and may exceed your daily uses of rage by up to your proficiency bonus. These excess rages disappear after a short or long rest.

It is possible for a Blood Mage to work in concert with a third party to wound and stabilize a creature repeatedly, fueling spells and rituals for as long as the Blood Mage has hit points. This practice is universally regarded as evil, regardless of the willingness of the victim.

Blood Rite

At 14th level, you have carved wounds, brands and scars into flesh like a wizard scribes in a spell book. You gain the Ritual Casting feature, and spells with the ritual tag do not count against your spells known. You cast ritual spells without expending rage but still pay the cost in blood to cast your spells.

Additionally, any spell with the ritual tag can be carved into another creature, either willing or restrained, and any concentration required to maintain the spell is transferred to the creature taking the damage. Immediately after carving the spell into another creature, the Blood Mage can make a Medicine check (DC 8 + the spell level), allowing the spell to be stored and activated when the creature's blood is spilled (takes any amount of piercing or slashing damage, 5 or more points of bludgeoning or force damage, 10 or more points of any other damage). Once the spell has been activated by blood, it runs the full duration or until concentration fails, and becomes an illegible scar on the creature's skin like a scroll which has been read.

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