Vitalist Hands placed on his fallen ally, a human closes his eyes and starts muttering strange words and his body starts to slump. Suddenly the air fills his comrades lungs as he looks on smiling, a bead of sweat falling down his brow.

Blood drips down the dwarves arms and to the outside observer, she would appear to be near death's door. With a sudden flash in her eyes and a few gestures, the wounds close and her own blood coalesces around her hands, blasting out to pummel her foe.

A goliath clad in black leathers stares down his quarry, dragging a strangely etched dagger across his palm. As he does a massive crimson blade emerges from the wound as he charges forth to strike them down.

Vitalists are individuals who have spent years honing both their minds and bodies as weapons, whether it be seeking internal perfection or hoping to use their powers to bring change (good or bad) to the world. Training of Body and Mind Blood mages spend years learning how to fully harness the essence of life that flows inside of them. This takes more than simply study or training. Trials that would leave most broken are necessary to toughen and raise the physical limits of the body. To train the mind requires rigorous study on top of intense meditation in order to reach within and control these limits.

In combat, they can use their heightened sense of self to control a battle in many ways. Some focus more on their physical training, allowing them to carve through their opponents while still using their sharpened mind to learn of their weaknesses. Those who direct their training more towards their mind learn ways to exert further control not only on their own form, but also those of their enemies. Pushing One's Limits A motivation for change is what drives someone to learn the ways of the vitalist. Some learn these ways in order to bring about a change in the world. The desire to implement this change pushes them to improve upon themselves and have the greatest impact. For others, the change is internal. They seek only to improve upon themselves, finding ways to push their body to it's physical limits and their mind to the extremes of the knowledge it can handle.

For any vitalist, an adventuring life is not far away. For many of them, it is simply a desire to test these new skills they've brought upon themselves. Other see it as an opportunity to bring their teaching out into the world and show others the path to walk. Then there are those who see it as their responsibility to use these powers for something great. Each of these motivations can differ significantly, but each is focused on furthering some modicum of change. Creating a Vitalist When creating a vitalist, consider what led you to train these powers. Were you a lone wanderer, training in your free time and seeking out knowledge where you could find it? Were you part of an organization that was seeking out the ways of self imporvement? Perhaps it was a raw desire for power and the path of blood magic seemed inline with your natural abilities. What is your intent with these powers? Do you simply seek to perfect your person? Do you see great evils in the world and desire to put them to a stop? Perhaps you seek to impose your will on others. The goals and desires of a vitalist can differ greatly between individuals. Quick Build You can make a vitalist quickly by following these suggestions. First, make Constitution your highest ability score. Your next higest score should be Intelligence, or Strength if you want plan to adopt the Blood Knight blood path. Second, choose the sage background. Vitalist Level Proficiency

Bonus Features 1st +2 Blood Path, Physical Conditioning 2nd +2 Steel Resolve 3rd +2 Self Sacrifice, Essence Transference 4th +2 Ability Score Improvement 5th +3 Blood Path Feature 6th +3 Push Your Limits 7th +3 Blood Path Feature 8th +3 Ability Score Improvement 9th +4 — 10th +4 Linguistic Prowess, Surge of Speed 11th +4 Blood Path Feature 12th +4 Ability Score Improvement 13th +5 — 14th +5 Master of Vitality 15th +5 Path Rock 16th +5 Ability Score Improvement 17th +6 — 18th +6 Essence Regulation 19th +6 Ability Score Improvement 20th +6 Miraculous Condition Class Features As a Vitalist, you gain the following class features: Hit Points Hit Dice: 2d4 Per Class Level

2d4 Per Class Level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 2d4(or 5) + your Constitution modifier per Vitalist level after 1st.

Proficiencies Armor: Light Armor

Light Armor Weapons: Simple Weapons

Simple Weapons Tools: none Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Arcana, Athletics, Insight, Investigation, and Medicine Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) any martial weapon or (b) any simple weapon

(a) scale mail or (b) leather armor

(a) a scholar's pack or (b) an explorer's pack

A runed weapon which deals piercing or slashing damage. Spellcasting Through rigorous training and study, you have learned how to draw upon your life force to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this class description for the vitalist spell list. Spell Points The Vitalist table for your chosen path shows how many spell points you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a number of spell points for that spells level according to the spell point cost table. Spells of 6th level or higher are particularly taxing. Once you use spell points to cast a spell of 6th level or higher, you can't cast another spell of that level until you finish a long rest. You regain all expended spell points when you finish a long rest. Spell Point Cost Spell Level Point Cost Spell Level Point Cost 1st 2 5th 7 2nd 3 6th 9 3rd 5 7th 10 4th 6 8th 11 9th 13 Spells Known of 1st Level or Higher You know two 1st-level spells of your choice from the Vitalist spell list. The Spells Known column of the Vitalist table for your chosen Path shows when you learn more Vitalist spells of your choice from this feature. Each of these spells must be of a level equal to or less than your max spell level as shown on the Vitalist table for your chosen Path. Additionally, when you gain a level in this class, you can choose one of the Vitalist spells you know from this feature and replace it with another spell from the Vitalist spell list. The new spell must also be of a level equal to or less than your max spell level on the Vitalist table for your chosen Path.









Spellcasting Ability Constitution and Intelligence are your spellcasting abilities for your Vitalist spells. You use half of your Constitution and Intelligence (both rounded up) whenever a spell refers to your spellcasting ability. In addition, you use half of your Constitution and Intelligence modifier (both rounded up) when setting the saving throw DC for a Vitalist spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + half your Constitution modifier (rounded up) + half your Intelligence modifier (rounded up)

Spell attack modifier = your proficiency bonus + half your Constitution modifier (rounded up) + half your Intelligence modifier (rounded up) Spellcasting Focus You use a runed weapon which deals piercing or slashing damage as your spellcasting focus. Physical Conditioning You are resistant to poison damage. Additionaly, with a short rest you regain Hit Dice equal to your level. You regain all Hit Dice at the end of a long rest. Blood Path Choose which blood path you'd like to walk, that of a blood knight or a sanguimancer, both detailed at the end of the class description. Your choice grants you features at 1st level and again at 5th, 7th, 11th, 15th, and 17th. Steel Resolve At 2nd level, as an action you can spend up to half your total Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier. The character regains hit points equal to the total.

Once you use this feature, you must finish a short or long rest before you can use it again. Self Sacrifice At 3rd level, as a bonus action you can give yourself advantage on you next attack roll. To do so, spend 2 hit dice and roll those hit dice. You take damage equal to the result. Esssence Transference At 3rd level, you can use a bonus action to recover an amount of spell points equal to the cost of a spell no higher than 5th level. To do so, spend hit dice equal to the spell level and roll those hit dice. You take damage equal to the result. Ability Score Improvement 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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Push Your Limits Starting at 6th level, you can use your life force to stave off harmful effects. When making a saving throw, you can use your reaction to spend and roll one Hit Die. The result is added to your saving throw and you lose hit points equal to the result. You can wait until after you roll the D20 before deciding to use this ability, but must decide before the DM says whether the roll succeeds or fails. Linguistic Prowess At 10th level, through rigorous study and adventuring you have increased your linguistic knowledge. You learn two more languages of your choice. Surge of Speed Starting at 10th level, you can spend and roll 1 Hit Die. You lose life equal to the result and until the end of your turn your speed is increased by five times the result. You can use this feature a number of time equal to your Constituion modifier (a minimum of once). You regain all expended uses when you finish a long rest. Master of Vitality At 14th level, you've become an expert in manipulation of a body's essence. To do so, spend 5 Hit Dice and roll them. You take damage equal to the result. When you do so, choose one of the following effects. Blocked Essence. You touch a creature. If the target has 50 hit points or fewer, it is stunned. Otherwise, there is no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. Mass Paralysis. You cast Hold Person at 5th level, without expending spell points or needing to know the spell. Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch. The creature also regains all its hit points. Restore Life. You cast the raise dead spell on a creature you touch, without expending spell points or needing to know the spell.

Essence Regulation Starting at 18th level you have expert control of your essence. When rolling any number of Hit Dice you can decline to roll one of them and instead take either the maximum or minimu roll. Miraculous Condition At 20th level, all of your Hit Dice are converted to being d6s. This will increase your Hit Points Total by 42.

Vitalist Paths Those who have studied the ways of blood magic fall into two paths of specialization, Blood Knights and Sanguimancers.









Blood Knight Certain vitalists prefer to focus on martial combat during their training. They combine this increasesd training with their study of the body's essence in order to increase their combat effectiveness. As they hone their skills, they learn how to expose the weaknesses of their targets and strike more effeciently. Blood Knight Spellcasting Level Spells Known Spell Points Max Spell Level 1st 2 2 1st 2nd 3 4 1st 3rd 4 4 1st 4th 4 6 1st 5th 5 11 2nd 6th 5 14 2nd 7th 6 16 2nd 8th 6 17 2nd 9th 7 23 3rd 10th 7 27 3rd 11th 8 30 3rd 12th 8 32 3rd 13th 9 35 4th 14th 9 38 4th 15th 10 41 4th 16th 10 44 4th 17th 11 51 5th 18th 11 57 5th 19th 12 61 5th 20th 12 64 5th Bonus Proficiencies At 1st level, you gain proficiency with medium armor, shields, and martial weapons. Fighting Style You adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection When a creature you can see attacks a target other than you that is within 5 feet of ,you can use your reaction to impose disadvantage on the attack roll. Vou must be wielding a shield. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Expedited Analysis Starting at 7th level, your movement speed increases by 5 feet. In addition, when you deal Bludgeoning, Piercing, or Slashing damage to a creature you immediately learn whether the creature has any condition immnuities, damage immunities, resistances, or vulnerabilities and what they are. Learned Warrior At 11th level, you have a greater understanding of how to diminish the life forece of your foes. Once per turn when you hit a creature with a melee weapon, the creature takes an extra 1d10 necrotic damage. Improved Critical At 15th level, you've become even more adept at finding your enemies' weaknesses. Your weapon attacks now score a critical hit on a roll of 19 or 20. Sanguimancer Those who want to further their control of the body's essence become sanguimancers. They learn ways in which to strengthen their own resolve while whittling down that of their enemies.



















































Sanguimancer Spellcasting Level Cantirips Known Spells Known Spell Points Max Spell Level 1st 3 2 4 1st 2nd 3 3 6 1st 3rd 3 4 14 2nd 4th 4 5 17 2nd 5th 4 6 27 3rd 6th 4 7 32 3rd 7th 4 8 38 4th 8th 4 9 44 4th 9th 4 10 57 5th 10th 5 11 64 5th 11th 5 12 73 6th 12th 5 12 73 6th 13th 5 13 83 7th 14th 5 13 83 7th 15th 5 14 94 8th 16th 5 14 94 8th 17th 5 15 107 9th 18th 5 15 114 9th 19th 5 15 123 9th 20th 5 15 133 9th Strength of Will At 1st level you can manipulate your life force to brace against incoming attacks. As a reaction, you can give yourself resistance to non-magical Slashing, Piercing, and Bludgeoning damage until the beginning of your next turn. Once you use this feature, you must finish a long rest before you can use it again.

At 15th level, you can use this ability to give yourself resistance to all damage until the beginning of your next turn. Essence Capture At 5th level you can manipulate the life force of those you've slain. Once per turn when you kill one or more creatures, you can use your reaction to gain temporary hit points equal to twice your vitalist level. Once you use this feature, you must finish a long rest before you can use it again. Study of the Mind At 7th level you can cast hold person at 2nd level without spending spell points. Once you use this feature, you must finish a long rest before you can use it again. Potent Spellcasting Starting at 11th level, you add half of your Constitution modifier (rounded up) and half of your Intelligence modifier (rounded up) to the damage you deal with any vitalist cantrip.

Vitalist Spell List Cantrips Blade Ward

Blood Dart

Chill Touch

Friends

Guidance

Imbue Vitality

Poison Spray

Resistance

Spare the Dying

Spirit Flare

Toll the Dead 1st Level Bane

Cause Fear

Charm Person

Command

Compelled Duel

Comprehend Languages

Detect Poison & Disease

Ensnaring Strike

Essence Projection

Expeditious Retreat

Heroism

Inflict Wounds

Jump

Longstrider

Mage Armor

Protection from Evil and Good

Ray of Sickness

Scarlet Blade

Sleep

Transfusion

Zephyr Strike 2nd Level Aid

Barkskin

Blindness/Deafness

Calm Emotions

Curse Extraction

Darkvision

Enhance Ability

Enlarge/Reduce

Gentle Repose

Hold Person

Invigorating Respite

Lash Out

Lesser Restoration

Ray of Enfeeblement

Spider Climb 3rd Level Animate Dead

Corpse Explosion

Enemies Abound

Fear

Feign Death

Haste

Hemorrhage

Life Transference

Mass Essence Projection

Revivify

Slow

Tongues

Vampiric Touch 4th Level Blight

Confusion

Death Ward

Mass Transfusion

Phantasmal Killer

Stoneskin

Vessel Burst 5th Level Blood Storm

Contagion

Dance Macabre

Dominate Person

Enervation

Geas

Greater Restoration

Hold Monster

Legend Lore

Life Shift

Modify Memory

Raise Dead

Rary's Telepathic Bond

Reincarnate

Skill Empowerment

Synaptic Static 6th Level Circle of Death

Create Undead

Disintegrate

Embolden

Eyebite

Flesh to Stone

Harm

Heal

Mass Suggestion

Otto's Irresistible Dance

Soul Cage 7th Level Finger of Death

Power Word Pain

Regenerate

Resurrection

Strand of Death 8th Level Expose Weakness

Abi-Dalzim's Horrid Wilting

Clone

Dominate Monster

Feeblemind

Glibness

Mind Blank

Power Word Stun

Soul Siphon 9th Level Enfeeble

Foresight

Invulnerability

Mass Heal

Power Word Heal

Power Word Kill

Psychic Scream

Time Stop

True Resurrection



Vitalist Spells Blood Dart Cantrip Evocation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous You use your action to throw a red bloodlike dart at a creature, making a ranged spell attack. The target takes 1d10 necrotic damage on a hit.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Blood Storm 5th-level necromancy Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration, up to 1 minute You channel your essence into a 20-foot-radius swirling storm centered on a point you can see in range. When you cast this spell, you spend an amount of hit dice to add any of the following effects to the storm. Roll those dice and take damage equal to the result. You can add multiple effects. Any creature that starts it's turn in the storm must make a Constitution saving throw or be under each of the effects you've added. Until the spell ends, you can use your bonus action to move it up to 20 feet. Bombardment (1 Hit Die) The creature takes 4d6 damage on a failure or half as much on a success. Terror (2 Hit Dice) On a failure, the creature becomes frightened of you until the beginning of it's next turn. Control (4 Hit Dice) You can choose up to 6 creatures to automatically succeed on their saving throws vs the storm. Confinement (5 Hit Dice) On a failure, the creature becomes restrained until the beginning of it's next turn.

Corpse Explosion 3rd-level abjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous You are able to channel the decay of life into a single concentrated blast of energy. A corpse or undead of your choice that you can see within range explodes in a cascade of necrotic energy and bone shrapnel. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 necrotic damage and 4d6 piercing damage on a failed save, or half as much damage on a successful one. If you targeted an undead creature, it takes the maximum possible damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the necrotic damage or the piercing damage (your choice) increases by 1d6 for each slot level above 3th. Curse Extraction 2nd-level abjuration Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded. You then must succeed on a DC 15 Wisdom saving throw or be under the effects of the curse yourself. Embolden 6th-level abjuration Casting Time: 1 minute

1 minute Range: Touch

Touch Components: V, S

V, S Duration: Instantaneous A creature you touch becomes physically and mentally emboldened. The creature is cured of all diseases and poison, becomes immune to poison damage and being frightened or poisoned. It also makes all saving throws with advantage. Its hit point maximum also increases by 30, and it gains the same number of hit points. These benefits last for 24 hours. Enfeeble 9th-level necromancy Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous You target one creature you can see in range and attempt too debilitate it. That creature makes a Constitution saving throw. On a failure, it takes three levels of exhaustion. On a success it takes one level of exhaustion. Essence Projection 1st-level abjuration Casting Time: 1 bonus action

1 bonus action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous A creature of your choice that you can see within range regains hit points equal to 2d4 + your spellcasting ability modifier. You lose half this number of hit points. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 2d4 for each slot level above 1st. Expose Weakness 8th-level necromancy Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration, up to 1 minute One creature you can see in range must make a Constitution saving throw. On a failure that creature gains vulnerability to all damage.

Hemorrhage 3rd-level necromancy Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Concentration, up to 1 minute You target one creature you can see in range and open wounds at various points on it's body. It must make a Constitution saving throw. The target takes 3d8 necrotic damage on a failed save and is bleeding out. On a succesful save, it takes half damage and the spell ends. If the target is bleeding out, beginning of each of it's turns it takes an addtional 1d8 necrotic damage. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d8 for each slot level above 3rd. Imbue Vitality Cantrip evocation Casting Time: 1 bonus action

1 bonus action Range: Touch

Touch Components: V, S, M (Runed Blade)

V, S, M (Runed Blade) Duration: 1 minute You imbue your runed blade spellcasting focuse with your essence. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and a d8 can be used instead of the weapon’s normal damage die. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon. Invigorating Respite 2nd level evocation Casting Time: 10 minutes

10 minutes Range: 30 feet

30 feet Components: V, S

V, S Duration: Instantaneous You can spend any number of your own Hit Dice. For each Hit Die spent in this way, you roll the die and add your spellcasting ability modifier to it. Up to 6 creatures you can see regains Hit Points equal to the total. You can decide to spend an additional Hit Die after each roll. Lash Out 2nd level evocation Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see

1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous You grab the blood leaving your body and crystallize it into a whip-like form. The creature takes 2d10 slashing damage and must make a strength saving thrown. On a failure it is knocked prone.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Life Shift 5th-level necromancy Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Instantaneous You target two creatures you can see in range. The first target must make a Constitution saving throw. It takes 6d8 necrotic damage on a failure and half as much on a success. The second target gains hit points equal to the amount lost by the first target.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the necrotic damage increases by 1d8 for each slot level above 5th. Mass Essence Projection 3rd-level abjuration Casting Time: 1 bonus action

1 bonus action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous Up to six creatures of your choice that you can see within range regains hit points equal to 2d4 + your spellcasting ability modifier. You lose half this number of hit points. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the Healing increases by 2d4 for each slot level above 3rd. Mass Transfusion 4th-level necromancy Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous A creature you touch regains a number of hit points equal to 4d6 + your spellcasting ability modifier. You lose half this number of hit points. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the Healing increases by 2d6 for each slot level above 4th.