Blood Mage Revenge is best served. Cold, hot, luke warm; it doesn't matter. When you have lost everything, had all that mattered in the world taken from you, the cost is irrelevant. You have served, you have seen what it is to be a pawn in the cosmic struggles of unseen, infinitely powerful beings, and you know the suffering that comes of their negligence. No longer. You are your own master now. No Gods, No Masters Other creatures take solace in worshipping deities who lord their power over the mortals of this world, and consider it a blessing when such Gods grant them boons, healing, or power. Others serve more sinister masters who command them from other planes to do their bidding. A blood mage sees this as weakness. Dependence. It is pathetic. A blood mage is a servant to no God, the chattel of no fiendish or eldritch master. They are a slave only to their own power. A Forbidden Art The mysteries of magic are numerous and often terrifying. The utilisation of magic stems from a manipulation of latent energy, taught to spellcasters through tutelage, experience, or the intervention of outsider beings. Wizards practice a similar doctrine, so a blood mage would say, but a wizard's power is limited by the capacity of their mind; a blood mage's power is limited only by their own fortitude... and their willingness to test it. Blood Magic is widely regarded as an evil, terrible art. Even by those who care little for such scruples, they understand that blood magic is incredibly dangerous, and its practitioners often succumb to the insatiable desire for power, not knowing their own limits and expiring in a final burst of magical brilliance. As such, blood magic is restricted - its knowledge hidden, protected, or lost. A Blood Mage will find that the world is a friendless place and that there is little advice or help to be found. The Blood Mage Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Blood Magic, First Blood Ritual 2 2 1 — — — — — — — — 2nd +2 Magic Extraction 2 3 2 — — — — — — — — 3rd +2 Metamagic 2 4 2 1 — — — — — — — 4th +2 Ability Score Improvement 3 5 2 2 — — — — — — — 5th +3 First Enlightenment 3 6 2 2 1 — — — — — — 6th +3 Second Blood Ritual 3 7 2 2 2 — — — — — — 7th +3 3 8 2 2 2 1 — — — — — 8th +3 Ability Score Improvement 3 9 2 2 2 2 — — — — — 9th +4 Second Enlightenment 4 10 2 2 2 2 1 — — — — 10th +4 Metamagic 4 11 2 2 2 2 1 — — — — 11th +4 Third Blood Ritual 4 12 2 2 2 2 1 1 — — — 12th +4 Ability Score Improvement 4 13 2 2 2 2 1 1 — — — 13th +5 Third Enlightenment 4 14 2 2 2 2 1 1 1 — — 14th +5 4 15 2 2 2 2 1 1 1 — — 15th +5 Fourth Blood Ritual 4 16 2 2 2 2 1 1 1 1 — 16th +5 Ability Score Improvement 4 17 2 2 2 2 2 1 1 1 — 17th +6 Metamagic 4 18 2 2 2 2 2 1 1 1 1 18th +6 Fourth Enlightenment 4 19 2 2 2 2 2 1 1 1 1 19th +6 Ability Score Improvement 4 20 2 2 2 2 2 2 1 1 1 20th +6 Unnatural Regeneration 4 21 2 2 2 2 2 2 2 1 1 1

Creating a Blood Mage As you make your blood mage character, spend some time thinking about how you came upon the forbidden art of blood magic. You should work with your DM to determine how you learned this skill, be it from uncovered ancient knowledge, divine intervention, or tutelage from an old hermit. Once you have determined the origin of your power, consider why you turned to blood magic. Were you wronged, and seek power and revenge? Did you fall from grace as a once powerful caster of another discipline, and desired a return to glory? How do you hide your nature? - no civilised society will permit blood magic. Do you wish to show that blood magic can be used for good - that the morality of power is in its bearer, not the power itself - or do you only care for your own, selfish ends, whatever they may be? Quick Build You can make a blood mage quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity or Charisma. Second, choose the hermit background. Class Features As a blood mage, you gain the following class features. Hit Points Hit dice: 1d10 per blood mage level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood mage level after 1st Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Saving Throws: Constitution, Wisdom Skills: Pick two from Arcana, Deception, Intimidation, Medicine, Persuasion and Survival Equipment Your start with the following equipment, in addition to the equipment granted by your background. (a) a quarterstaff or (b) a light crossbow and 20 bolts

(a) a healer's kit or (b) a disguise kit

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

Two daggers Blood Ritual At 1st Level, the Blood Mage performs a Blood Ritual. They must choose a ritual from the list and take the 'First Blood Rite', and gain the associated benefits. The Blood Rituals grant access to a combat cantrip. This cantrip can be cast at a cost of HP, and adds your Constitution modifier to damage. The cost of HP increases based on the number of damage dice that are rolled - for example, a Fire Bolt that deals 2d10+Con damage costs 2 HP. Cantrips with no damage roll cost 1 HP. Damage taken from expending hit points in this way cannot be reduced. Temporary hit points from any source can be expended as part of this feature. At 7th, 11th and 15th level, you may perform further rituals to gain the associated benefits from whichever Second, Third or Fourth Rite you choose. Blood Magic Thanks to your blood ritual and extensive research into tapping the latent magic that exists within your own life force, you have gained the ability to cast spells, using your own blood as fuel. See chapter 10 of the PHB for the general rules of spellcasting, and later in this pdf for the blood mage spell list. Blood As Fuel A Blood Mage is only able to cast a spell of 1st Level or higher if they have taken damage since the end of their last turn. If the Blood Mage has not taken damage, they may use a bonus action to deal 1 damage to themselves using a weapon, or another class feature that deals damage to themselves, in order to restore the flow of blood that is necessary to use their magic. Cantrips At 1st level, you know four cantrips of your choice from the blood mage spell list. You learn additional blood mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blood Mage table. Spell Slots The Blood Mage table shows how many spell slots you have to cast your spells of 1st Level and higher. To cast one of those blood mage spells, you must expend a slot of the spell's level or higher. You regain all of your expended spell slots on a long rest. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the blood mage spell list. The Spells Known column of the Blood Mage table shows when you learn more blood mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the blood mage spells you know and replace it with another spell from the blood mage spell list, which must also be of a level for which you have spell slots. Spellcasting Ability Constitution is your spellcasting ability for your blood mage spells, since the power of your magic relies on your ability to control the ebb and flow of your blood. 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 blood mage spell 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. Spellcasting Focus A Blood Mage can use their own blood as their arcane focus. This requires them to have a free hand when casting spells, even if that spell does not have a Somatic component. 2

Magic Extraction From 2nd Level, a Blood Mage can use their own life essence to fuel their magic. A Blood Mage can, as a bonus action, expend a percentage of your maximum hit points, or a fixed number, whichever is higher to restore spent blood mage spell slots. Only one blood mage spell slot can be restored per turn. Temporary hit points from any source can be expended as part of this feature. Damage taken from expending hit points in this way cannot be reduced by any feature aside from those listed as part of a Blood Rite. The damage from this ability is applied immediately, and cannot be delayed by any means, magical or otherwise. Spell Slot Restored Hit Points Expended % of Maximum Hit Points expended 1st 3 5% 2nd 6 10% 3rd 12 20% 4th 24 30% 5th 36 40% 6th 48 60% 7th 64 75% 8th 80 90% 9th 100 110% Metamagic A Blood Mage can manipulate the flow of their magic, and bend it to their will... at a cost. At 3rd level, you gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. Temporary hit points from any source can be expended as part of this feature. Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you expend 3 hit points and choose a number of those creatures up to your Constitution modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Distant Spell When you cast a spell that has a range of 5 feet or greater, you can spend 3 hit points to double the range of the spell. When you cast a spell that has a range of touch, you can spend 3 hit points to make the range of the spell 30 feet. Empowered Spell When you roll damage for a spell, you can spend 3 hit points to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. Extended Spell When you cast a spell with a duration of 1 minute or longer, you can spend 3 hit points to double its duration to a maximum additional duration of 24 hours. Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 9 hit points points to give one target of the spell disadvantage on its first saving throw made against the spell. Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 6 hit points to change the casting time to 1 bonus action for this casting. Subtle Spell When you cast a spell, you can spend 3 hit points to cast it without any somatic or verbal components. Twinned Spell When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of hit points equal to 3 multiplied by the spell's level to target a second creature in range with the same spell (3 hit points if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level. 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. Unnatural Regeneration From 20th level, once you finish a short rest, any hit dice you roll are always a maximum roll. You also gain a number of temporary hit points equal to your class level whenever you complete a long rest. Additionally, you no longer suffer from the permanent effect of your latest Blood Ritual. Blood Rituals The Blood Rituals are the most terrifying aspect of becoming a Blood Mage. In order to unlock their magical potential, a Blood Mage must perform a dangerous ritual involving large quantities of their own blood. A ritual in which many promising Blood Mages have perished... if they even survived the process of extracting the necessary ingredients. When a blood mage reaches 1st, 6th, 11th and 15th level, they may perform a ritual, and earn a Blood Rite, and gain the benefits associated with it. The Blood Mage may perform a Rite from any ritual's list of Rites whenever they perform a Blood Ritual. You gain the benefits of only the corresponding Rite when you perform that ritual. You also sustain a permanent effect from a Rite you perform as shown in the table. When you perform a new Rite, your previous permanent effect is replaced by the new one. 3

Ritual of Conflagration The Rites of Conflagration involve a blood mage mixing their blood with a potent flammable liquid, and then immolating themselves in it. If they are powerful enough, they will be relatively unharmed by the flames, and survive with only minor injuries. If they are not ready for the ritual, and their mastery over their blood is insufficient, they will surely burn and die or at least suffer severe burns that will put an end to their adventuring career. But if they survive, they will have acheived mastery over Fire. Whenever you perform a Rite of Conflagration, roll or choose from the following table to decide what sort of permanent effect you will sustain. Dice Roll Permanent Effect 1 Serious facial burns - disadvantage on Persuasion checks, per DM's discretion 2 Damaged limb - reduce carrying capacity by 1/4 and either (a) unable to wield any two-handed weapon, or dual wield or (b) reduce movement speed by 5 feet 3 Low body temperature - disadvantage on saving throws related to resisting the effects of cold 4 Diminished sense of touch - disadvantage on touch-based Perception checks Additionally, whenever you perform a Rite of Conflagration, you gain access to one of the following cantrips: Control Flames, Create Bonfire, Fire Bolt, Produce Flame First Rite of Conflagration Burned From 1st Level once you have performed this Rite, you have resistance to Fire damage. Additionally, you gain access to the following spells. These spells do not count against your spells known. 1st-Level spells: Burning Hands, Hellish Rebuke First Conflagration Enlightenment At 5th Level, if you took the First Rite of Conflagration, you gain access to the following spells. These spells do not count against your spells known. 3rd-Level spells: Fireball, Melf's Minute Meteors Second Rite of Conflagration Fire Unleashed From 6th Level once you perform this Rite you gain the ability to add your Constitution modifier to the damage roll of any spell you cast that deals Fire damage. Any time you add this bonus, you also gain the same number of temporary hit points. Additionally, you gain access to the following spells. These spells do not count against your spells known. 4th-Level spells: Fire Shield, Wall of Fire Second Conflagration Enlightenment At 9th Level, if you performed the Second Rite of Conflagration, you gain access to the following spells. These spells do not count against your spells known. 5th-Level spells: Flame Strike, Immolation Third Rite of Conflagration The Inferno Within At 11th Level, by performing this ritual you have learned to more efficiently channel your Fire spells. Whenever you cast a spell that has been gained through any Rite of Conflagration, you can choose to, rather than expending a spell slot, expend hit points to cast the spell. When you do this, take the hit point value of the corresponding spell slot from the Magic Extraction table and halve it (rounded up). This is the number of hit points you must spend to cast the spell. You can use this feature to cast a spell for which you have no available spell slots, so long as it is not higher level than the highest level spell you are usually able to cast. Additionally, you gain access to the following spell. This spell does not count against your spells known. 6th-Level spell: Investiture of Flame Third Conflagration Enlightenment At 13th Level, if you performed the Third Rite of Conflagration, you gain access to the following spell. This spell does not count against your spells known. 7th-Level spell: Fire Storm Fourth Rite of Conflagration Wildfire Incarnate At 15th Level, by performing this ritual you have become a true embodiment of Fire. Once per long rest you may, as a bonus action, engulf your surroundings in a swirling inferno that destroys all it approaches. Any creature that starts its turn within a 15 foot radius of you must make a Dexterity saving throw equal to your spell save DC or take Fire damage equal to your class level plus your Constitution modifier. Succeeding on this saving throw halves the damage. Flammable objects and terrain will catch fire and burn rapidly, and even metal will soon begin to melt if exposed to these extreme temperatures. Any damage you deal with this ability converted into temporary hit points which last until the end of your next turn. This ability lasts for up to 1 minute. Additionally, you gain access to the following spell. This spell does not count against your spells known. 8th-Level spell: Incendiary Cloud Fourth Conflagration Enlightenment At 18th Level, if you performed the Fourth Rite of Conflagration, you gain access to the following spell. This spell does not count against your spells known. 9th-Level spell: Meteor Swarm 4

Ritual of Glaciation The Rites of Glaciation can be performed by mixing a blood mage's own blood with water, or some other freezable liquid, then immersing oneself in said liquid mixture and freezing it, by magic or other means. If the blood mage is able to survive the process of being frozen, and then thawed out - indeed if they are even able to complete the process, they will emerge with greater mastery over Cold. Whenever you perform a Rite of Glaciation, roll or choose from the following table to decide what sort of permanent effect you will sustain. Dice Roll Permanent Effect 1 Serious facial burns - disadvantage on Persuasion checks, per DM's discretion 2 Damaged limb - reduce carrying capacity by 1/4 and either (a) unable to wield any two-handed weapon, or dual wield or (b) reduce movement speed by 5 feet 3 High temperature sensitivity - disadvantage on saving throws related to resisting the effects of fire or heat 4 Diminished sense of touch - disadvantage on touch-based Perception checks Additionally, whenever you perform a Rite of Glaciation, you gain access to one of the following cantrips: Frostbite, Ray of Frost, Shape Water, Blade Ward First Rite of Glaciation Cold-Blooded From 1st Level once you have performed this Rite, you have resistance to Cold damage. Additionally, you gain access to the following spells. These spells do not count against your spells known. 1st-Level spells: Armor of Agathys, Ice Knife First Glaciation Enlightenment At 5th Level, if you took the First Rite of Glaciation, you gain access to the following spells. These spells do not count against your spells known. 3rd-Level spells: Sleet Storm, Slow Second Rite of Glaciation Rime Touch From 6th Level once you perform this Rite you gain the ability to add your Constitution modifier to the damage roll of any spell you cast that deals Cold damage. Any time you add this bonus, you also gain the same number of temporary hit points. Additionally, you gain access to the following spells. These spells do not count against your spells known. 4th-Level spells: Control Water, Ice Storm Second Glaciation Enlightenment At 9th Level, if you performed the Second Rite of Glaciation, you gain access to the following spells. These spells do not count against your spells known. 5th-Level spells: Cone of Cold, Maelstrom Third Rite of Glaciation Refrigeration At 11th Level, by performing this ritual you have learned to more efficiently channel your Cold spells. Whenever you cast a spell that has been gained through any Rite of Glaciation, you can choose to, rather than expending a spell slot, expend hit points to cast the spell. When you do this, take the hit point value of the corresponding spell slot from the Magic Extraction table and halve it (rounded up). This is the number of hit points you must spend to cast the spell. You can use this feature to cast a spell for which you have no available spell slots, so long as it is not higher level than the highest level spell you are usually able to cast. Additionally, you gain access to the following spell. This spell does not count against your spells known.. 6th-Level spell: Otiluke's Freezing Sphere Third Glaciation Enlightenment At 13th Level, if you performed the Third Rite of Glaciation, you gain access to the following spell. This spell does not count against your spells known. 7th-Level spell: Simulacrum Fourth Rite of Glaciation Flash Freeze At 15th Level, by performing this ritual you have become a true embodiment of Cold. Once per long rest you may as an action, instantly freeze a large area around you. Creatures, objects and terrain in a 60 foot radius around you are engulfed in a deadly flash freeze and must succeed on a Constitution saving throw equal to your spell save DC or take Cold damage equal to your class level multiplied by three plus your Constitution modifier, and stunning them for one turn. A creature that succeeds on the saving throw takes half damage and is not stunned. You gain temporary hit points equal to the total damage dealt by this ability which last for 1 minute. Additionally, you gain access to the following spell. This spell does not count against your spells known. 8th-Level spell: Tsunami Fourth Glaciation Enlightenment At 18th Level, if you performed the Fourth Rite of Glaciation, you gain access to the following spell. This spell does not count against your spells known. 9th-Level spell: Time Stop 5

Ritual of Galvanisation The Rites of Galvanisation require that the blood mage mix their blood with some conductive material - the nature of the material does not matter. They then must shock themselves, to an extent that would kill most creatures. They will often emerge with nervous ticks, thanks to the overstimulation of their muscles, or other more serious permanent damage to their nervous system. But if they survive, they will emerge with a mastery over Lightning. Whenever you perform a Rite of Galvanisation, roll or choose from the following table to decide what sort of permanent effect you will sustain. Dice Roll Permanent Effect 1 Serious facial burns - disadvantage on Persuasion checks, per DM's discretion 2 Reduced concentration - disadvantage on Consitution saves made to maintain Concentration of spells 3 Nervous ticks - disadvantage on saving throws related to resisting the effects of cold 4 Diminished sense of touch - disadvantage on touch-based Perception checks Additionally, whenever you perform a Rite of Galvanisation, you gain access to one of the following cantrips: Lightning Lure, Shocking Grasp, Thunderclap, Mending First Rite of Galvanisation Conduction From 1st Level once you have performed this Rite, you have resistance to Lightning damage. Additionally, you gain access to the following spells. These spells do not count against your spells known. 1st-Level spells: Thunderwave, Witch Bolt First Galvanisation Enlightenment At 5th Level, if you took the First Rite of Galvanisation, you gain access to the following spells. These spells do not count against your spells known. 3rd-Level spells: Lightning Bolt, Thunder Step Second Rite of Galvanisation Electrical Discharge From 6th Level once you perform this Rite you gain the ability to add your Constitution modifier to the damage roll of any spell you cast that deals Lightning damage. Any time you add this bonus, you also gain the same number of temporary hit points. Additionally, you gain access to the following spells. These spells do not count against your spells known. 4th-Level spells: Dimension Door, Storm Sphere Second Galvanisation Enlightenment At 9th Level, if you performed the Second Rite of Galvanisationn, you gain access to the following spells. These spells do not count against your spells known. 5th-Level spells: Control Winds, Destructive Wave Third Rite of Galvanisation Efficient Conductivity At 11th Level, by performing this ritual you have learned to more efficiently channel your Lightning spells. Whenever you cast a spell that has been gained through any Rite of Galvanisation, you can choose to, rather than expending a spell slot, expend hit points to cast the spell. When you do this, take the hit point value of the corresponding spell slot from the Magic Extraction table and halve it (rounded up). This is the number of hit points you must spend to cast the spell. You can use this feature to cast a spell for which you have no available spell slots, so long as it is not higher level than the highest level spell you are usually able to cast. Additionally, you gain access to the following spell. This spell does not count against your spells known. 6th-Level spell: Chain Lightning Third Galvanisation Enlightenment At 13th Level, if you performed the Third Rite of Galvanisation, you gain access to the following spell. This spell does not count against your spells known. 7th-Level spell: Teleport Fourth Rite of Galvanisation Arc Conduit At 15th Level, by performing this ritual you have become a true embodiment of the Storm. Once per long rest you may, as an action, transform into a violent electrical storm that annihilates all within range. For the duration of this ability you may, as a bonus action, strike a number of creatures equal to your Constitution modifier with lightning. A creature struck by lighting must succeed on a Dexterity saving throw equal to your spell save DC or take lightning damage equal to your class level plus your Constitution modifier, and cannot take reactions until the start of their next turn. If they succeed on the Dexterity saving throw, they take half damage and can take reactions as normal. You gain temporary hit points equal to the damage you deal with this ability that last until the end of your next turn. This ability lasts for 1 minute. Additionally, you gain access to the following spell. This spell does not count against your spells known. 8th-Level spell: Control Weather Fourth Galvanisation Enlightenment At 18th Level, if you performed the Fourth Rite of Galvanisation, you gain access to the following spell. This spell does not count against your spells known. 9th-Level spell: Storm of Vengeance 6

Ritual of Consumption Some blood mages take the concept of 'more blood, more magic' quite literally, and strive to be as large a vessel for their own blood as they can. The Rites of Consumption embody this attitude, and require a mixture of the blood mage's own blood and edible or drinkable substances. These substances must then be consumed in excess - to a point that might kill a less determined creature. This process can take days, even weeks, and many blood mages who perform these Rites emerge unrecognisable from their former selves, but with improved mastery over magic of Change. Whenever you perform a Rite of Consumption, roll or choose from the following table to decide what sort of permanent effect you will sustain. Dice Roll Permanent Effect 1 Weariness - disadvantage on any check or saving throw to resist the effects of Fatigue 2 Slow reactions - disadvantage on initiative rolls 3 Laboured movements - disadvantage on Dex-based skill checks, and movement speed is reduced by 5 4 Early grave - when you are reduced to 0 hit points, you must immediately roll a death saving throw. If you succeed, it does not count towards your 3 successes needed to stabilise Additionally, whenever you perform a Rite of Consumption, you gain access to one of the following cantrips: Acid Splash, Magic Stone, Primal Savagery, Thorn Whip First Rite of Consumption Thick-Skinned From 1st Level, once you perform this Rite you can, as a reaction, reduce nonmagical physical damage taken from any source by half before you see the damage. You can use this ability a number of times equal to your Constitution modifier, and your uses of this ability are recovered at the end of a long rest. Additionally, you gain access to the following spells. These spells do not count against your spells known. 1st-Level spells: Absorb Elements, Healing Elixir First Consumption Enlightenment At 5th Level, if you took the First Rite of Consumption, you gain access to the following spells. These spells do not count against your spells known. 3rd-Level spells: Aura of Vitality, Haste Second Rite of Consumption Dark Communion From 6th Level, whenever you receive healing from any source or receive temporary hit points, add half your proficiency bonus rounded down. Also, healing from any source that takes you above maximum health grants you temporary hit points equal to the number by which they exceed your maximum hit points. These temporary hit points last for 10 minutes. Additionally, you gain access to the following spells. These spells do not count against your spells known. 4th-Level spells: Polymorph, Vitriolic Sphere Second Consumption Enlightenment At 9th Level, if you performed the Second Rite of Consumption, you gain access to the following spells. These spells do not count against your spells known. 5th-Level spells: Contagion, Mass Cure Wounds Third Rite of Consumption Blood Transfer At 11th Level, by performing this ritual you have learned to more efficiently channel your Changing spells. Whenever you cast a spell that has been gained through any Rite of Consumption, you can choose to, rather than expending a spell slot, expend hit points to cast the spell. When you do this, take the hit point value of the corresponding spell slot from the Magic Extraction table and halve it (rounded up). This is the number of hit points you must spend to cast the spell. You can use this feature to cast a spell for which you have no available spell slots, so long as it is not higher level than the highest level spell you are usually able to cast. Additionally, you gain access to the following spell. This spell does not count against your spells known. 6th-Level spell: Heal Third Consumption Enlightenment At 13th Level, if you performed the Third Rite of Consumption, you gain access to the following spells. These spells do not count against your spells known. 7th-Level spell: Renegerate Fourth Rite of Consumption Bloodshifting At 15th Level, by performing this ritual you have become a true embodiment of Change. You gain the ability to Shapeshift, as the Polymorph spell with yourself as the target, a number of times equal to your Constitution modifier. You regain all uses of this ability at the end of a long rest. Once you reach 17th level, you can use 2 uses of this ability to cast Shapechange instead. Additionally, you gain access to the following spell. This spell does not count against your spells known. 8th-Level spell: Animal Shapes Fourth Consumption Enlightenment At 18th Level, if you performed the Fourth Rite of Consumption, you gain access to the following spell. This spell does not count against your spells known. 9th-Level spell: True Polymorph 7

Ritual of Immersion The Rites of Immersion are, despite being some of the less complex Rites, some of the most terrifying. First, a sufficient amount of blood must be drawn to totally immerse the blood mage, and then they must near drown themselves in it. They must survive long enough for the ritual to be complete, but not so long that they cannot return from under the surface. If the blood mage survives, these Rites will grant them mastery over magic that Controls other creatures. Whenever you perform a Rite of Immersion, roll from the following table to decide what sort of permanent effect you will sustain. Dice Roll Permanent Effect 1 Permanent sickliness - disadvantage on any check or saving throw to resist becoming Sickened 2 Shortness of breath - disadvantage on any check or saving throw involved in holding your breath 3 Constant coughing - disadvantage on Stealth checks, and some Persuasion checks subject to the DM's discretion 4 Early grave - when you are reduced to 0 hit points, you must immediately roll a death saving throw. If you succeed, it does not count towards your 3 successes needed to stabilise Additionally, whenever you perform a Rite of Immersion, you gain access to one of the following cantrips: Friends, Infestation, Vicious Mockery, Minor Illusion First Rite of Immersion Blood-Soaked From 1st Level, once you have performed this Rite you may as a reaction, when targeted by a melee attack, choose to give advantage to the attack roll. When you do, you may immediately cast a cantrip with the attacker as the target. Additionally, you gain access to the following spells. These spells do not count against your spells known. 1st-Level spells: Charm Person, Sleep First Immersion Enlightenment At 5th Level, if you took the First Rite of Immersion, you gain access to the following spells. These spells do not count against your spells known. 3rd-Level spells: Bestow Curse, Catnap Second Rite of Immersion Haemomancy From 6th Level once you perform this Rite, whenever you cast a spell with a charm effect, or a spell you gain from a Rite of Immersion, any creature that has blood has disadvantage on their saving throw. Additionally, you gain access to the following spells. These spells do not count against your spells known. 4th-Level spells: Confusion, Phantasmal Killer Second Immersion Enlightenment At 9th Level, if you performed the Second Rite of Immersion, you gain access to the following spells. These spells do not count against your spells known. 5th-Level spells: Dominate Person, Dream Third Rite of Immersion Overflow At 11th Level, by performing this ritual you have learned to more efficiently channel your Control spells. Whenever you cast a spell that has been gained through any Rite of Immersion, you can choose to, rather than expending a spell slot, expend hit points to cast the spell. When you do this, take the hit point value of the corresponding spell slot from the Magic Extraction table and halve it (rounded up). This is the number of hit points you must spend to cast the spell. You can use this feature to cast a spell for which you have no available spell slots, so long as it is not higher level than the highest level spell you are usually able to cast. Additionally, you gain access to the following spell. This spell does not count against your spells known. 6th-Level spell: Mental Prison Third Immersion Enlightenment At 13th Level, if you performed the Third Rite of Immersion, you gain access to the following spell. This spell does not count against your spells known. 7th-Level spell: Sequester Fourth Rite of Immersion Violent Detachment At 15th Level, when a charm effect that you placed on a creature using a spell ends due to that creature succeeding on a saving throw, you may deal Psychic damage equal to your class level plus your Constitution modifier to that creature and force it to attempt a Wisdom saving throw against your spell save DC or take the same damage again, and you may choose to maintain the charm effect as though they had never succeeded on their saving throw in the first place. If they succeed on the second saving throw, they do not take any extra damage and the charm effect ends. Additionally, you gain access to the following spell. This spell does not count against your spells known. 8th-Level spell: Feeblemind Fourth Immersion Enlightenment At 18th Level, if you performed the Fourth Rite of Immersion, you gain access to the following spell. This spell does not count against your spells known. 9th-Level spell: Psychic Scream 8

Ritual of Desolation The Rites of Desolation involve emptying the blood mage's body of blood - exsanguination. Though all the rituals require extraction of some of a a blood mage's blood, this ritual requires that the process continue until the point of near death. It is rare for a blood mage to survive this process, and even when they do, to return to their former health. But any blood mage who performs and survives these Rites will learn mastery over Necromancy and Death. Whenever you perform a Rite of Desolation, roll or choose from the following table to decide what sort of permanent effect you will sustain. Dice Roll Permanent Effect 1 Gauntness - disadvantage on Persuasion checks, per DM's discretion 2 Necrotic limb - reduce carrying capacity by 1/4 and either (a) unable to wield any two-handed weapon, or dual wield or (b) reduce movement speed by 5 feet 3 Weariness - disadvantage on any check or saving throw to resist the effects of Fatigue 4 Early Grave - when you are reduced to 0 hit points, you must immediately roll a death saving throw. If you succeed, it does not count towards your 3 successes needed to stabilise Additionally, whenever you perform a Rite of Desolation, you gain access to one of the following cantrips: Chill Touch, Spare the Dying, Toll the Dead, Virtue First Rite of Desolation Blood-Starved From 1st Level once you perform this Rite, whenever you expend hit points for any blood mage class feature or spell you may reduce the number of hit points you spend by up to half your proficiency bonus, rounded down. This feature cannot reduce the number of hit points spent to 0. Additionally, you gain access to the following spells. These spells do not count against your spells known. 1st-Level spells: False Life, Ray of Sickness First Desolation Enlightenment At 5th Level, if you took the First Rite of Desolation, you gain access to the following spells. These spells do not count against your spells known. 3rd-Level spells: Animate Dead, Life Transference Second Rite of Desolation Blood Gift From 6th Level once you perform this Rite, any undead servants you create have their maximum hit points increased by your Constitution modifier. Additionally, you may sacrifice any undead servants you have created to heal yourself for half of their current hit points. Additionally, you gain access to the following spells. These spells do not count against your spells known. 4th-Level spells: Blight, Death Ward Second Desolation Enlightenment At 9th Level, if you performed the Second Rite of Desolation, you gain access to the following spells. These spells do not count against your spells known. 5th-Level spells: Danse Macabre, Negative Energy Flood Third Rite of Desolation Clear Arteries At 11th Level, by performing this ritual you have learned to more efficiently channel your Necromancy spells. Whenever you cast a spell that has been gained through any Rite of Desolation, you can choose to, rather than expending a spell slot, expend hit points to cast the spell. When you do this, take the hit point value of the corresponding spell slot from the Magic Extraction table and halve it (rounded up). This is the number of hit points you must spend to cast the spell. You can use this feature to cast a spell for which you have no available spell slots, so long as it is not higher level than the highest level spell you are usually able to cast. Additionally, you gain access to the following spell. This spell does not count against your spells known. 6th-Level spell: Create Undead Third Desolation Enlightenment At 13th Level, if you performed the Third Rite of Desolation, you gain access to the following spell. This spell does not count against your spells known. 7th-Level spell: Finger of Death Fourth Rite of Desolation Vessel From 15th Level, you are able to continue functioning long after most would fall unconscious. When you drop to 0 hit points, you do not fall unconscious. Instead, you continue to function as normal, but make death saves at the end of each turn. If you succeed on three death saves, you return to 1 hit point. If you fail three death saves, you fall unconscious and will die in three rounds if you are not healed. Additionally, you gain access to the following spell. This spell does not count against your spells known.. 8th-Level spell: Abi-Dalzim's Horrid Wilting Fourth Desolation Enlightenment At 18th Level, if you performed the Fourth Rite of Desolation, you gain access to the following spell. This spell does not count against your spells known. 9th-Level spell: Power Word Kill 9

Post Scriptum Blood Infinite DMs for players who are using the Magic Extraction feature in conjunction with healing spells in order to maintain basically infinite spell slots are encouraged to indicate side-effects from doing so. For example, drinking multiple Healing Elixirs per day may rot the character's teeth over time, giving them an unattractive visage and disadvantage on many persuasion checks, or the extent of scar tissue from all the times they've extracted blood from themselves may give them a diminished sense of touch, as suggested in the Permanent Effects tables listed under some Blood Rituals. Players should also be reminded that whatever healing is gained is applied after the damage, so they cannot use the Magic Extraction feature with inpunity to heal themselves when they are near death. Additionally, DMs wanting to 'punish' particularly aggregious cases of this abuse may wish to declare that there are diminishing returns on their healing, even to the extent that the blood mage can no longer heal themselves. Spell List Woes One of my biggest gripes with certain spellcasting classes is the painfully limited spell list. I have tried, with this class, to offer a varied and interesting spell list that focuses essentially on three things in terms of flavour: Spells that affect living things - healing, buffing, transforming, charming, etc; spells that help to hide the blood mage's true nature - invisibility, spells like Nystul's Magic Aura, etc; and spells that could plausibly be channeled through blood - namely spells that are targeted 'from self' or indicate that some projectile is thrown, e.g. Lightning Bolt as opposed to other options like Call Lightning and Fireball (which in the flavour text indicates a projectile is thrown) as opposed to other options like Sunbeam. I have tried to make each Ritual's bonus spells feel as though they really specialise you in that particular Ritual's flavour, but by allowing you to mix and match Rites as you progress and level up, giving you the ability to be versatile with your spellcasting, at the expense of some of the other benefits from the Rites being less powerful. Speaking of Rituals I'm not sure how well the intended flavour of the rituals comes across, but I will try to outline them in simpler terms here and again suggest further ways to immerse the character in their class. Conflagration is pretty obvious; this Ritual is based on the concept of converting your blood into fire. DMs may even want to suggest that the character's blood is literally flammable if they devote multiple Rites to the Ritual of Conflagration. Glaciation again, is pretty obvious. This Ritual is based on Ice and freezing. Players are encouraged to describe their character as being literally cold-blooded, and perhaps beginning to dislike direct sunlight and proximity to any heat source, if they devote multiple Rites to the Ritual of Glaciation. Galvanisation is a weird word, but I think it fits, given the medical defition which is to stimulate or treat with induced direct current, and galvanism is electricty, especially as produced by chemical action - which is perfect since the blood mage is producing electricity through blood. A blood mage with lots of Galvanisation Rites might produce inordinate amounts of static electricity. Consumption I hoped would be interesting to those who subscribe to the idea of a 'Bloatmage' - a mage who literally draws power from putting on weight. It provides a hopefully interesting mix of healing and later, transformation through polymorphing and such. In terms of flavour, I like to imagine that the Healing Elixir granted at 1st level is literally just a vial of the blood mage's blood, with healing properties but perhaps side-effects if other characters drink it too regularly... (Bloodborne was a heavy influence here if the Cleric Beast depicted at the bottom wasn't enough indication) Immersion was based on two things. First: the concept of Sensory Deprivation - and the chambers that provide such. This concept of potentially terrifying isolation intrigued me. Also, the hypnosis scenes from the movie "Get Out" provided a lot of inspiration for this Ritual. Escaping from such hypnosis is painful and difficult... For flavour, blood mages may seem withdrawn, or difficult to read after they perform a Rite of Immersion. This Ritual is very much under the surface, far less visible than any of the others. Desolation, finally, is the idea of embracing the loss of blood, in order to gain power. Blood mages derive their power from draining themselves of blood, so they have found a way to no longer need their blood to be powerful. The First Rite is unique and powerful compared to the other Rites, especially at later levels, but the spells it grants are arguably less powerful to counterbalance that. A blood mage with several Rites of Desolation will likely appear gaunt and pale, and they will not blood much when they are wounded. Biased, yo Why no Poison-based Ritual? So, there are two main reasons for this. First, the number of spells that exist as being plausibly Poison-based is pretty limited - it could have been in conjunction with either necrotic or necromancy spells, or maybe even charm effects? But I felt that doing this didn't fit. Second, I think that poison is almost anathema to blood. Poison twists the flow of blood through the body to make it hurt rather than help. For those two reasons, I decided against it, but if a DM wants to develop their own supplement and add a Poison Ritual, I would probably name it the Ritual of Contamination, and it would involve injecting deadly poison into the blood mage's blood stream to the point where it flows as readily as their own blood. The First Rite (Built-up Resistance) would give resistance to poison, and the Second Rite (Virulent Poison), disadvantage on any creature's saving throw to resist the blood mage's poison effects. The Third Rite (Plentiful Contaminant) would do the same as the other Third Rites and the Fourth (Spores) would infect targets in a large area centred on the blood mage with a powerful poison effect that deals damage at the start of each turn with repeated Con saves at the end of each turn. Now that I've written this I might just make it... may involve homebrewing some new spells though, so, not just yet. 11