The Blood Mage Level Proficiency Bonus Maximum Vitae Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 4 Vitae, Maim and Mend — — — — — — — 2nd +2 6 Vein of Knowledge, Spellcasting 3 2 2 — — — — 3rd +2 9 Conversion, Iron Blooded 3 3 3 — — — — 4th +2 12 Ability Score Improvement 4 3 3 — — — — 5th +3 15 Vein Feature 4 4 4 2 — — — 6th +3 20 Field Diagnosis 4 4 4 2 — — — 7th +3 23 Vein Feature 4 5 4 3 — — — 8th +3 29 Ability Score Improvement 4 5 4 3 — — — 9th +4 32 — 4 6 4 3 2 — — 10th +4 39 Grim Harvest 5 6 4 3 2 — — 11th +4 43 Improved Conversion 5 7 4 3 3 — — 12th +4 43 Ability Score Improvement 5 7 4 3 3 — — 13th +5 47 — 5 8 4 3 3 1 — 14th +5 47 Blood Scrying 5 8 4 3 3 1 — 15th +5 52 Vein Feature 5 9 4 3 3 2 — 16th +5 52 Ability Score Improvement 5 9 4 3 3 2 — 17th +6 52 — 5 10 4 3 3 3 1 18th +6 59 Blood Ritual 5 10 4 3 3 3 1 19th +6 61 Ability Score Improvement 5 11 4 3 3 3 2 20th +6 71 Vein Feature 5 11 4 3 3 3 2 Class Features As a blood mage, you gain the following class features. Hit Points Hit Dice : 1d8 per blood mage level

: 1d8 per blood mage level Hit Points at 1st Level : 8 + your constitution modifier

: 8 + your constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifer per blood mage level after 1st Profeciencies Armor : Light Armor

: Light Armor Weapons : Simple Weapons

: Simple Weapons Saving Throws : Constitution, Intelligence

: Constitution, Intelligence Skills: Choose two from Arcana, Deception, History, Insight, Investigation, Medicine, and Nature. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a dagger or (b) a quarterstaff

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

padded armor

a dagger that serves as an arcane focus

a healer's kit Vitae At 1st level, you learn to extract the life essence present in blood, known as vitae, to create spell like effects and empower your magic. You have a maximum number of Vitae points equal to the amount listed on the blood mage table. You regain your maximum vitae during a long rest, and you or a friendly creature can spend 1 hit dice during a short rest to allow you to regain 2 vitae. You have enough time during a short rest to do this once. Every odd level, you become more effecient at doing this and can convert 1 more hit die during a short rest. Maim and Mend Starting at 1st level, you can use the following actions.

Maim You can spend an action to attempt to make a target within 60 feet to spontaneously bleed. The target of this ability makes a saving throw equal to 8 + your proficiency bonus + your intelligence modifier. Creatures that are below half their hit point maximum have disadvantage on this save. A failed save causes the target to take 1d8 force damage. This ability's damage increase when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). As part of using this action, you may spend 1 vitae to drain some of the target's life force and heal yourself for an amount of hit points equal to your profeciency modifer. Mend You can spend 2 vitae as an action to restore 1d6 plus your intelligence modifier hit points to a creature within 15 feet. If you instead target yourself, you can use this feature as a bonus action. You may only use this feature once per turn. At 3rd level, you can spend 1 extra vitae to increase the amount healed by 1d6. At 5th level, you can spend 3 extra vitae to increase the amount healed by 2d6. At 7th level, you can spend 4 extra vitae to increase the amount healed by 3d6. At 9th level, you can spend 5 extra vitae to increase the amount healed by 4d6. Vein of Knowledge At 2nd level, choose the type of knowledge that you want to pursue. You can choose to gain knowledge in either the Vein of Destruction, the Vein of the Psuedosurgeon, or the Vein of Bloodlust. Spellcasting By 2nd level, you have learned to tap into the power of the vitae in your own body. You gain the ability to use this power to cast spells. Cantrips At 2nd level, you know three cantrips of your choice from the Blood Mage spell list. You learn additional blood mage cantrips of your choice, as shown in the Cantrips Known section of the Blood Mage spell list. Your cantrips are based on your spellcasting ability. Spell Slots The Blood Mage table shows how many spell slots you have to cast your spells of 1st leveI and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You know two first-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 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionaly, 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 also must be of a level for which you have spell slots. Spellcasting Ability Constitution is your spellcasting ability for your blood mage spells, since your innate magic comes from the strength of your own life force. 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 you cast and when making an attack roll with one. Spell Save DC= 8 + your proficiency bonus + your constitution modifer Spell Attack Modifier= your profeciency bonus + your constituion modifier Ritual Casting You can cast a blood mage spell as a ritual if that spell has the ritual tag and you know the spell. Conversion At 3rd level, you may use the vital energy inside your body to create vitae with enhanced speed. You may spend a spell slot as a bonus action to regain an amount of vitae points equal to the level of the spell slot expended. You take unresistable necrotic damage dependant on the level of spell slot expended when you do so, as detailed in the chart below. Conversion Table Spell Slot Level Vitae Regained Damage Taken 1st 2 1d8 2nd 3 2d8 3rd 5 3d8 4th 6 4d8 5th 7 5d8 Iron Blooded At 3rd level, your constant manipulation of your own vitae greatly increases your health. You become immune to disease. 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. Field Diagnosis At 6th level, you can spend 1 minute analyzing a friendly creature's sample of blood to determine if they are affected by a disease or poison, and, if they are affected by a disease or poison, you know which disease or poison is affecting them.

Grim Harvest At 10th level, you can reinforce your allies with the blood of fallen enemies. When you or an allied creature reduces a creature to zero hit points, you may use your reaction to restore a single hit dice to that ally. Improved Conversion At 11th level, you can use the magical energy within yourself to create usable vitae with greater effeciency. You may use the conversion feature without taking any damage. Once you use this ability, you can't use it again until you finish a short or long rest. Bloodhound At 14th level, you can use samples of blood to reveal the whereabouts about the original owner of that blood. If you have a vial of someone's blood, you can cast Scrying on them once per day without expending the material components or spell slot. Blood Ritual At 18th level, you learn to how to replicate any spell effect through a complex ritual. For the cost of 15 Vitae, you may take 10 minutes to cast any spell of 6th level or higher. This ability can only be used once per long rest. Vein of Destruction Blood is Power Starting when you select this vein at 2nd level, you learn to tap into the raw energy of vitae to destructive effect. You can use your vitae to create temporary spell slots, with which you can cast a wider variety of spells. The cost for creating these spell slots is detailed below, with the list of spells that can be cast using these temporary spell slots afterwards. The creation of these spell slots are a part of the action or bonus action of casting the spell. Spells cast using these temporary spell slots use Intelligence as their spellcasting modifier. Bloodcasting Minimum Level Required Spell Level Vitae Cost Daily Restriction 2nd 1 2 — 3rd 2 3 — 5th 3 5 — 7th 4 6 — 9th 5 7 — 11th 6 9 1/day 13th 7 10 1/day 15th 8 11 1/day 17th 9 15 1/day Expanded Spell List Spell Level Learned Min. Spell Level Burning Hands 2 1 Chaos Bolt 2 1 Aganazzar's Scorcher 3 2 Scorching Ray 3 2 Melf's Acid Arrow 3 2 Fireball 5 3 Lightning Bolt 5 3 Ice Storm 7 4 Vitriolic Sphere 7 4 Cone of Cold 9 5 Immolation 9 5 Chain Lightning 11 6 Disintegrate 11 6 Finger of Death 13 7 Sunburst 15 8 Meteor Swarm 17 9 Gorecast At 5th level, you can infuse spells you cast with vitae, transforming them into explosions of blood and gore. As part of casting a spell with spell slots or vitae, you may spend one extra vitae to convert the damage type of the spell to force damage. Polycythemia At 7th level, the constant conversion of your life force into vitae has inured you to the negative effects of conversion. The damage taken dice of conversion is reduced to a d4 per spell level. Power in Pain At 15th level, after you use the Conversion feature, the next time you deal damage with a spell by the end of your next turn, you can increase the damage dealt by that spell equal to an amount of d4s equal to the level of the spell slot converted. Burning Blood When you reach 20th level, you can cause your spells to ignite the blood of their victims. When you cast a blood mage spell through spell slots or vitae, you can choose one creature that the spell affected. That creature spontaneously combusts, taking 3d6 fire damage. You can concentrate on this effect to prolong it up to a minute. The creature takes 3d6 fire damage per round this effect is on them, and can make a Wisdom save against your spellcasting DC to end the effect early. You can use this feature an amount of times equal to your intelligence modifier every long rest.

Vein of the Psuedosurgeon Blood Ministration Starting when you select this vein at 2nd level, you gain an understanding of how to use vitae to better mend the wounds of your allies. You can use your vitae to create temporary spell slots, with which you can cast a wider variety of spells. The cost for creating these spell slots is detailed below, with the list of spells that can be cast using these temporary spell slots afterwards. The creation of these spell slots are a part of the action or bonus action of casting the spell. Spells cast using these temporary spell slots use Intelligence as their spellcasting modifier. Bloodcasting Minimum Level Required Spell Level Vitae Cost Daily Restriction 2nd 1 2 — 3rd 2 3 — 5th 3 5 — 7th 4 6 — 9th 5 7 — 11th 6 9 1/day 13th 7 10 1/day 15th 8 11 1/day 17th 9 15 1/day Spell Level Learned Min. Spell Level Bless 2 1 Healing Word 2 1 Aid 3 2 Lesser Restoration 3 2 Rope Trick 3 2 Aura of Vitality 5 3 Mass Healing Word 5 3 Death Ward 7 4 Stoneskin 7 4 Greater Restoration 9 5 Mass Cure Wounds 9 5 Heal 11 6 Contingency 11 6 Regenerate 13 7 Holy Aura 15 8 Mass Heal 17 9 Good Humours At 5th level, you are able to extend the strength of your own life energy to those you wish to protect. At any time as a reaction, you can allow an ally to spend one of their hit dice and recover an amount of hit points equal to 1d10 plus your constitution modifier. Additionally, you and all allies recover a single hit dice upon taking a short rest. Triage At 7th level, your healing abilities become more potent on wounded targets. When you target a creature under half of its hit point maximum with a healing spell or class feature that restores hit points, you can add 1d8 + your intelligence modifier to the amount healed. Aditionally, you may cast Raise Dead without spending a spell slot once per week. This cast requires the material components that the spell normally requires. Anelgesic Enhancement At 15th level, you can infuse your healing spells with extra energy to enhance the recipient's resistance to pain. Whenever you restore hit points to a creature, you can grant the target temporary hit points equal to 2 plus the spells level. Non-spell restorations of health count as spell level zero for the purpose of this feature. Vitae Explosion At 20th level, you can create a concentrated explosion of life energy as an action, bringing all but the most wounded back to fighting form. This explosion of energy is a 30 foot sphere. The explosion restores a single hit dice and 8d8 plus your intelligence modifier hit points to all affected friendly creatures. You may use this ability once per short or long rest. Vein of Bloodlust Blood Knight Starting when you select this vein at 2nd level, you gain proficiency with medium armor, shields, and martial weapons. Additionally, when you use the Mend feature on yourself, you gain an amount of temporary hit points equal to your constitution modifier. You also gain the extra attack feature at level 5. Blood Rage At 5th level, you can spend 3 vitae as a bonus action to enter into a rage, gaining resistance to slashing, bludgeoning, and piercing damage. During this rage, when you make an attack with a melee weapon, you can spend an amount of vitae to deal either extra necrotic damage or the same damage type dealt by the weapon on that attack.

Bloodspiller Level Required Vitae Spent Extra Damage 5 2 2d8 necrotic 5 3 2d8 pyhsical 7 3 3d8 necrotic 7 4 3d8 physical 9 5 4d8 necrotic 9 6 4d8 physical 11 6 5d8 necrotic 11 7 5d8 physical Fervor You can spend 2 vitae to make a weapon attack as a bonus action. Thirst At 15th level, your thirst for blood intensifies as your enemies approach death. You have advantage on all attacks against enemies that are below half of their hit point maximum. Lord of the Night When you reach 20th level, you can use an action to transform into a terrifying avatar of bloodlust. For the minute that you are transformed, you are under the effects of the Haste spell and gain a fly speed equal to your speed. While in this form, when you make a successful melee attack you can restore an amount of hit points equal to half of the damage dealt. You can only regain health this way once per turn. You may transform in this way once per long rest.

Blood Mage spells Cantrips (0 level) Blade Ward

Friends

Guidance

Mage Hand

Message

Minor Illusion

Prestidigitation

Resistance

Spare the Dying 1st level Bane

Charm Person

Command

Detect Magic

Detect Poison and Disease

Disguise Self

Expeditous Retreat

False Life

Find Familiar

Identify

Mage Armor

Purify Food and Drink

Ray of Sickness

Sleep 2nd level Aid

Alter Self

Augury

Blindness/Deafness

Calm Emotions

Crown of Madness

Detect Thoughts

Enhance Ability

Gentle Repose

Hold Person

Invisibility

Ray of Enfeeblement

Silence

Suggestion

Warding Bond

Web 3rd level Animate Dead

Bestow Curse

Clairvoyance

Counterspell

Dispel Magic

Fear

Feign Death

Haste

Nondetection

Magic Circle

Revivify

Sending

Slow

Speak with Dead

Summon Lesser Demon 4th level Arcane Eye

Blight

Compulsion

Confusion

Death Ward

Divination

Freedom of Movement

Hallucinatory Terrain

Locate Creature

Polymorph

Summon Greater Demon 5th level Antilife Shell

Contact Other Plane

Contagion

Circle of Power

Dominate Person

Gaes

Hold Monster

Mislead

Modify Memory

Raise Dead

Rary's Telpathic Bond

Telekinesis