Blood Magic Not all magic is taught within the confines of an academy. An old and forbidden art stemming from chaos theory, blood magic is dangerous. unpredictable, and hard to control. Utilized by those who value power above all else, blood magic utilizes the life force of both the caster and those around them to power their dark magic. Blood mages are destructively powerful, though this power can quickly turn against them if the caster is not extremely careful. Blood mages deal devastating blows and achieve horrifying results, especially against enemies with blood flowing through their veins. It is said that the best way to counter a master of blood magic is through lifeless constructs, to deny them the fuel for their twisted spells. Where other practitioners of magic may balk at their methods, it is difficult to deny the true strength of a blood mage who cares only for power. Blood Magic Features Wizard Level Feature 2nd Life Tap, Sanguine Arts 6th Blood Alchemy 10th Traitorous Veins 14th Chaotic Bloodline Life Tap Beginning at 2nd level, you have learned how to convert your essence into raw power, allowing you to use a bonus action to spend health to recover spell slots. The amount of health you must pay is equal to 7 multiplied by the level of the spell slot you are attempting to recover. If this damage would knock you unconscious, the spell slot is not recovered. A Constitution saving throw must be made if recovering a spell slot of 7th level or higher. DC 13 for 7th, DC 16 for 8th, and DC 19 for 9th. On a failed save, the loss of blood becomes too much, as you begin to hemorrhage from within. You fall unconscious, the spell slot is not recovered, and you immediately take a death saving failure. The damage you take from Life Tap is necrotic, and cannot be negated or lessened by any means. Sanguine Arts Beginning at 2nd level, you have uncovered the art of sacrificing your own life force to empower your magic with dark, chaotic energies. Once a day, you may spend a portion of your Hit Points to empower a spell. To empower a spell, you must roll a dice of your choosing, adding your spellcasting modifier. You automatically lose the number rolled in health, but empower your spell's damage by the same amount. You may also choose to reroll the dice once per use of this feature by taking damage equal to the first number rolled. Sanguine Arts may be declared before or after a spell's damage is rolled, but must be declared before the DM applies damage results. If a d20 is chosen for Sanguine Arts, and a 20 is rolled, you must roll another d20. The sum of the two d20 rolls will be the amount of life taken and damage dealt. If a 20 occurs on the second roll, you do not roll a third time. The damage type applied by Sanguine Arts is necrotic. You gain an additional use of Sanguine Arts at 7th level, and a third at 13th level. Blood Alchemy Beginning at 6th level, you have learned to weave your life force into magical enchantments, imbuing power into items and creatures. Blood Alchemy counts as a ritual, and takes 10 minutes to cast. The enchantments are permanent until you choose to dispel them, or until an anti-magic effect is applied to the item or creature. If an anti-magic effect dispels your enchantment, it renews when leaving the field of anti-magic. Each enchantment has a Wizard Hit Dice cost, and your maximum health is lowered by an amount equal to the maximum value of the required Hit Dice. The strength of the enchantment will determine how many Hit Dice are used, thereby determining the amount of max health lost. Your max health is permanently lowered until the enchantment ends. When a Blood Alchemy enchantment ends, you regain the lost Hit Dice and total maximum Hit Points, but that value is not added to your current Hit Points. Non-Wizard Hit Dice may not be used for Blood Alchemy. A list of Blood Alchemy enchantments can be found in the Blood Alchemy table on page 2. Traitorous Veins Beginning at 10th level, your mastery of the power of blood has extended to others. Twice a day, you may use your action to cast Traitorous Veins. Your target must make a Constitution saving throw against your spell save DC. On a failure, you gain control over the flow of blood in your target's body, absorbing it into your essence. You may expend as many Hit Dice as you have available, of a value equal to half your level, rounded up. Your target loses HP equal to the amount rolled, and you gain that HP. Any excess health gained by Traitorous Veins becomes temporary Hit Points. The damage dealt by Traitorous Veins is necrotic. If the save is successful, Traitorous Veins has no effect. With the target's permission, Traitorous Veins automatically succeeds. Traitorous Veins automatically fails if the target does not have blood. You regain all uses of Traitorous Veins after a long rest. Chaotic Bloodline Beginning at 14th level, you have learned how to channel and manipulate the ancient power of bloodlines. You may perform one of two rituals, both taking 8 hours to prepare and requiring a vial of blood originating from the target of the ritual. Only one target's blood may be used in the ritual. Any attempt otherwise will result in no effect. The two rituals you may enact are: 1

Chaotic Malice. You may use the blood of the target to create a Blood Weapon. The Blood Weapon can take the form of any simple or martial melee weapon of your choice. The weapon has advantage on any attack made against the target whose blood was used in the ritual, and critical hits land on 19 as well as 20. This weapon is considered a magical weapon, and trumps any immunity the target otherwise has. This weapon can be wielded by anyone with the consent of the caster. If the wielder does not have consent, the weapon liquefies into its base component. If not destroyed, the Blood Weapon lasts for 12 hours, at which point it liquefies into its base component. Blood gained in this way cannot be used again for Chaotic Bloodline or any other blood magic spell or feature, having been drained of its power. Damage dealt by a Blood Weapon is necrotic. Chaotic Vision. You may use the blood of the target to gain a vision of who & what they are, as well as where they come from, and their ancestral history. Strengths and weaknesses have a strong chance of being revealed to you in this vision, as well as the target's current location. Once either ritual is performed successfully, Chaotic Bloodline cannot be performed again for a period of one week. Blood Alchemy Level Enchantment Hit Dice 6th Minor Rebuke 1 6th Minor Bite 1 9th Watchful Eye 2 9th Blood Shield 3 12th Bloody Conduit 2 12th Chaotic Explosion 4 15th Major Rebuke 3 15th Major Bite 3 18th Maddening Strike 6 18th Dark Recovery 6 19th Wings of Chaos 7 20th Endless Hunger 20 Minor Rebuke This enchantment adds a layer of minor physical reflection to a targeted piece of armor. Once per short or long rest, when the wearer of the enchanted armor takes damage from a melee attack, 1d6 damage of the same type is reflected back onto the attacker. Minor Bite You add a layer of chaos magic to a targeted weapon. Once per short or long rest, when the enchanted weapon makes a successful attack, an extra 1d6 necrotic damage is applied to the results. ` Watchful Eye The enchanter places a mark of vigilance on an item that allows the caster to see through the mark at any time. In combat, this sight requires an action. The sight provided by Watchful Eye has Darkvision up to 60 feet. Blood Shield An extra layer of protection is imbued into a piece of armor, increasing its Armor Class by 1. Bloody Conduit The caster enchants a target as a focal point for their power. When measuring range for spells, the Blood Mage can measure range from the enchanted target as long as they are within 60 feet of the caster. Chaotic Explosion Imbued into a melee weapon, Chaotic Explosion represents the unpredictability and power of blood magic. Once a day, the holder of a weapon with this enchantment may activate Chaotic Explosion before making a melee attack. Roll a d6. The results will determine the damage dice used for Chaotic Explosion. On a 1, use a d4. On a 2, use a d6. On a 3, use a d8. On a 4, use a d10. On a 5, use a d12. On a 6, use a d20. In addition to the melee attack the weapon wielder is making, all targets within 15 ft., including the holder of the weapon, must make a Constitution saving throw against the enchanter's spell save DC. The weapon wielder has advantage on this saving throw. Each target that fails its save takes damage equal to the damage dice rolled + the enchanter's spellcasting modifier. Each creature who succeeds the save takes half damage. Major Rebuke This enchantment adds a layer of major physical reflection to a targeted piece of armor. Once per short or long rest, when the wearer of the enchanted armor takes damage from a melee attack, 1d12 + 3 damage of the same type is reflected back onto the attacker. Major Bite You add a layer of major chaos magic to a targeted weapon. Once per short or long rest, when the enchanted weapon makes a successful attack, an extra 1d12 + 3 necrotic damage is applied to the results. Maddening Strike By imbuing a weapon with this enchantment, you endow it with the very essence of madness. Once a day, when a creature is struck by a weapon with this enchantment, the attacker can choose to activate the enchantment's effects. The target must make a Wisdom saving throw with a spell save DC equal to that of the enchanter. On a fail, the target must immediately roll on the long-term madness table and take 8d8 psychic damage. On a success, the target takes half damage. If non-lethal damage is applied to the target, Maddening Strike can be used to automatically apply an effect of the attacker's choosing from the long-term or indefinite madness tables.

Dark Recovery This dark enchantment is weaved into the very body of a target. Necrotic damage now heals this target, but they become vulnerable to radiant damage. This enchantment may have unpredictable side effects on Paladins and Clerics. 2 Wings of Chaos Chaos theory has become less of a theory to you, and you are becoming a master at weaving it into one's very soul. When a target is imbued with Wings of Chaos, they sprout a great pair of wings from their back made of super-hardened blood, strengthened with chaos magic. These wings have a flight speed of 60 ft., and can be sprouted and sheathed as a bonus action. However, the emergence of these wings brings pain, and the user will suffer 1d6 piercing damage every time the wings are brought forth. Endless Hunger This incredibly powerful enchantment represents the true pinnacle of the Blood Mage's power, and can only be cast on themselves. Once Endless Hunger is enacted, it cannot be reversed or cancelled by any means. Every time a creature with a minimum Constitution score of 16 with blood is killed, the Blood Mage may permanently absorb its essence, increasing their maximum health by 1d6. If the Blood Mage achieves the killing blow, their maximum health instead increases by 1d8. There is no limit to the power a Blood Mage can achieve through this dark art. Spells Blood magic and chaos theory are forbidden arts in civilized, lawful land. As such, there are many lesser known spells that are only known to practitioners of this insidious form of spellcasting. It is up to DM discretion whether these spells are available for the Blood Mage to take as part of their available spells, saved as rewards within the game, or discarded entirely. The DM is also free to create their own unique blood spells. 1st Level Blood Bolt (evocation) 2nd Level Water Into Blood (transmutation) 3rd Level Superheated Blood (transmutation) 4th Level Sink Into Blood (transmutation) 5th Level Chaotic Surge (enchantment) 6th Level Nemir's Blood Elemental (conjuration) ` 7th Level Ellard's Horrendous Ball of Blood (transmutation) 8th Level Enter Form (transmutation) 9th Level Blood Stasis (abjuration) Spell Descriptions The spells are presented in alphabetical order. Blood Bolt 1st-level evocation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous You quickly weaponize your own blood in small amounts, replenishing it as quickly as you use it. You create three small orbs of necrotic force. Each orb hits a creature of your choice that you can see within range. An orb deals 1d4 + 1 necrotic damage to its target. The orbs all strike simultaneously, and you can direct them to hit one creature or several. This spell automatically replaces Magic Missile for a Blood Mage. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more orb for each slot above 1st. Blood Stasis 9th-level abjuration Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (a small pool of the caster's blood)

V, S, M (a small pool of the caster's blood) Duration: Up to 100 years Upon taking this spell, choose a command word. You slash your wrists open and begin to harden the blood that flows from you, creating a protective cocoon. Once in stasis, you are considered unconscious, and all effects on you are paused. You do not age, nor can you act on your own turn or dispel the cocoon. You cannot be damaged or be affected by any spell until the cocoon is broken. In combat, for every one of your turns that passes while you are in stasis, you will regenerate 20 Hit Points. Another creature who knows your command word can speak it at a range of 120 feet to instantly destroy your cocoon, bringing you back to consciousness. If the cocoon persists for at least one full minute, you will be fully healed of all status effects, diseases, and damage, with all spell slots restored when you emerge. The cocoon has an AC of 18 and 100 Hit Points. Excess damage that is done to the cocoon will be dealt to you.

If left unbroken, the stasis will persist for a period of 100 years, whereupon you will emerge, fully healed of all status effects, diseases, and damage, with all spell slots restored. In addition, if you emerge from stasis in this way, you gain an Ability Score Improvement. Chaotic Surge 5th-level enchantment Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 1 minute 3 Utilizing chaos theory, you merge your own body with currents of chaotic magic. For the next minute, before you cast a spell with a casting time of 1 action, roll on the following table and resolve the effects immediately. d100 Effects 0-9 You grow one size larger until the next time you roll on this table. 10-19 A creature of your choice within 30 feet lands a critical hit on an 18, 19, or 20 for the next minute. If this effect triggers, it ends immediately after the critical hit is resolved. 20-29 The next spell you cast does not cost a spell slot. 30-39 The next spell you cast costs two spell slots. If another spell slot of the same type is not available, expend the next highest available slot. 40-49 You take 50 points of necrotic damage. 50-59 You take 50 points of radiant damage. 60-69 Immediately explode, dying in the process and resolving the effects of the fireball spell as if it came from your point of death. On your next turn, your blood reforms, resurrecting you at your previous Hit Points at a location within 10 feet. 70-79 All creatures within 10 feet of you with blood must make a Constitution saving throw equal to your spell save DC. On a fail, you absorb their blood, replenishing 10 Hit Points per failed save. 80-89 Roll on the long-term madness table. 90-99 Cast an additional spell this turn of 5th level or lower. If it is a damaging spell, you suffer the same amount of damage as the spell does in total. 100 The next damaging spell you cast deals double damage. Ellard's Horrendous Ball of Blood 7th-level transmutation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, M (a small pool of blood)

S, M (a small pool of blood) Duration: Concentration, up to 1 minute You twist a maximum of 5 cubic feet of nearby blood into a coagulated sphere. The sphere can hover, but no more than 30 feet off the ground. On each of your turns, you may move the sphere up to 30 feet as a bonus action. The sphere remains for the spell’s duration, or until you choose to use it. On each of your turns, the sphere grows in size as the chaos magic within the sphere continues to increase in power and become increasingly unstable. After a full turn has passed, you can target a creature within 30 feet of the sphere and hurl the sphere at it as a ranged spell attack. After a full turn, the sphere deals 3d12 necrotic damage. For every turn that passes, the sphere grows in radius by 1 foot, and adds an additional d12 to its damage. If you lose concentration of this spell, the sphere drops, potentially damaging any creatures beneath it. A creature can occupy the same space as the sphere, though it counts as difficult terrain. You cannot target a creature with an attack using the sphere if they are within it. At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the sphere starts at an additional 2d12 damage after the first turn this spell is cast for each slot level above 7th. Enter Form 8th-level transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: S

S Duration: 24 hours Make a melee spell attack against a target with blood. You must be able to make contact with the creature's flesh in order to cast this spell. On a success, you enter the target's bloodstream. You get an intimate knowledge of their strengths and weaknesses, and absorb a small portion of their blood each turn. At the start of your turn, you siphon 1d10 Hit Points from the creature, healing that amount. This damage is dealt to the creature as necrotic damage. On your turn, you may use your action to force the creature to make a Constitution saving throw. On a success, your effects are resisted. On a failure, you gain full control of the creature's body for the duration of your turn. Additionally, you may use your action to forcefully exit from the target's body, dealing 10d8 necrotic damage when you do so. At the start of the afflicted creature's turn, they must make a Constitution saving throw. On a fail, you remain in their body, and all of their attacks for the rest of the turn have disadvantage. On a success, you are forcefully expelled from the creature's body, knocked prone in an adjacent square. At Higher Levels: When you cast this spell using a spell slot of 9th level, you absorb 2d10 Hit Points per turn, and deal an additional 10d8 necrotic damage when exiting the target's body. In addition, the target has disadvantage on all Constitution saving throws to resist the effects of Enter Form.

Nemir's Blood Elemental 6th-level conjuration Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a corpse with fresh blood)

V, S, M (a corpse with fresh blood) Duration: 10 minutes Using a perverted version of elemental conjuration, you create a wild and dangerous Blood Elemental. A corpse with fresh blood within 30 feet is consumed when this spell is cast. The Blood Elemental is hostile to all creatures, and will attack anything around it relentlessly. The statistics for the Blood Elemental are provided here. Sink Into Blood 4th-level transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: 12 hours You sink into an amount of wet blood as little as a small footprint, melding yourself and all the equipment you carry within the blood for the duration. Using your movement, you step into the blood at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged within the blood, you can see what occurs outside it, though any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the blood. You can use your movement to leave the blood where you entered it, ending the spell. You otherwise can’t move. The blood cannot dry while you are melded within it, nor can it be cleaned or removed except by magical means. If it is, you immediately fall prone from the point you entered the blood, ending the spell. Superheated Blood 3rd-level transmutation Casting Time: 1 action

1 action Range: 30 foot radius or touch

30 foot radius or touch Components: V, S

V, S Duration: Concentration, up to 1 minute Cast this spell either in a 30 foot radius or as a melee spell attack. 30 foot radius. Choose a point within range. You cause all blood in the area to boil with incredible heat. This does not include blood within the bodies of creatures within the radius. Any creature that comes into physical contact with the blood takes 3d8 fire damage when you cast the spell. As long as concentration is held, this damage will persist at the start of each affected creature's turn as long as the target is in contact with the boiling blood. Melee spell attack. Make a melee spell attack against a bleeding creature. You must make contact with their wound and blood in order for this spell to take effect. The target takes 5d8 fire damage on a successful hit. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot above 3rd. 4 Blood Elemental Large elemental, chaotic neutral Armor Class 17

17 Hit Points 185(15d12+5)

185(15d12+5) Speed 30 ft., swim 100 ft. STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 20 (+5) 6 (-2) 12 (+1) 4 (-3) Damage Resistances Acid, Necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks

Acid, Necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses Darkvision 60 Ft., passive Perception 11

Darkvision 60 Ft., passive Perception 11 Languages --

-- Challenge 7 (2900 XP) Liquid Form. Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (3d12 + 5) bludgeoning damage.

Absorb (Recharge 4-6). Each creature in the elemental's space must make a DC 17 Constitution saving throw. On a failure, a target takes 13 (2d8 + 4) necrotic damage, and the elemental gains that much health. The elemental can gain temporary Hit Points in this way. If the target is Large or smaller, it is also grappled (escape DC 17). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe blood. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 16 Strength check. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the Challenge rating increases by 1 for each slot level above 6th.