The Blood Mage Born with no natural arcane magical talent and shunned from magical schools for the type of magic they wish to train in, a Blood Mage is a self taught master of manipulating their own life force, specifically their own blood, to deal with their foes. This constant manipulation of their own life force makes a Blood Mage especially hardy. Hit Points Hit Dice: 1d6 per Blood Mage level

1d6 per Blood Mage level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 3) + your Constitution modifier per Blood Mage level after 1st Proficiencies Armor: None

None Weapons: Dagger, Dart, Sling, Quarterstaff, Light Crossbow

Dagger, Dart, Sling, Quarterstaff, Light Crossbow Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose 3 from History, Insight, Intimidation, Investigation, Medicine, Religion, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Quarterstaff or (b) Light Crossbow and 20 bolts

Two Daggers

A Scholar's Pack

Leather Armor and a set of normal clothes. (Art: Garrett Blood Mage by Tamarandom on DeviantArt) The Blood Mage Level Proficiency Bonus Features Highest Spell Level Available 1st +2 Blood Magic, Blood Rites 1st 2nd +2 Thrill of Battle 1st 3rd +2 — 2nd 4th +2 Ability Score Improvement 2nd 5th +3 — 3rd 6th +3 Rite Feature 3rd 7th +3 ─ 4th 8th +3 Ability Score Improvement 4th 9th +4 — 5th 10th +4 Rite Feature 5th 11th +4 Numb The Pain, Thrill of Battle Improvement 6th 12th +4 Ability Score Improvement 6th 13th +5 ─ 7th 14th +5 Rite Feature 7th 15th +5 — 8th 16th +5 Ability Score Improvement 8th 17th +6 — 9th 18th +6 Infusion 9th 19th +6 Ability Score Improvement 9th 20th +6 Numb the Pain Improvement 9th Special rules for short rests Because Blood Mages must spend their health pool in the form of Blood Points, there are special rules for how youc an use your hit die during short rests. During a short rest, when you would normally spend a hit die to restore lost health, you can instead choose to restore Blood Points equal to half the roll of each hit die spent this way.

Class Features Blood Magic Due to the lack of natural control over arcane magic and your lack of a high enough intelligence to join a Wizard school, your morbid curiousity led you to the practice of manipulating blood to do your bidding. Initially practicing on dead animals in the fields and forests, you eventually began experimenting on yourself. After many scarring and pain-ridden trials, you learn that your body has adapted to handle a certain extent of blood loss without major harm. This leads you to the realization that you can weaponize a portion of your blood without causing permanent damage. This portion of expendable health is referred to as Blood Points. Blood Points Though Blood Points are a resource used to cast spells, they are still considered a portion of your health. At any time you take damage, you may choose to have the damage be subtracted from your Blood Points or hit points. This means that if you were to fall to 0 hit points, you can instead choose to have the damage subtracted from your Blood Points to keep you on your feet. However, you may also choose to drop to 0 hit points and deal with the normal rules that govern being at 0 hit points. If choosing to have damage be subtracted from your Blood Points would drop them below 0, the remainder of the damage is subtracted from your hit points. However, if you choose to drop to 0 hit points and not have the damage subtracted from your Blood Points, you would negate the damage that would be subtracted beyond setting you to 0 hit points, as you normally would when dropping to 0 hit points. You must spend Blood Points to cast spells. Your Blood Point total is equal to four times your Blood Mage level. If you run out of Blood Points, you cannot cast spells without sustaining major injuries. Blood Mages are not limited to a set amount of spell slots. Instead, they are limited to how much of their own life force they are willing to weaponize. This is done by spending a set amount of Blood Points based on which level of spell you wish to cast, shown on the chart below. You regain all Blood Points after you finish a long rest. Spell Level Blood Point Cost Cantrip 0 1st 2 2nd 4 3rd 7 4th 10 5th 15 6th 21 7th 28 8th 36 9th 45 Blood Magic Ability Constitution is your spellcasting ability for Blood Magic spells. Some Blood Magic spells require you to make a spell attack roll or require a target to make a saving throw. Use the calculations below for determining your spell attack modifier or when setting a saving throw DC respectively. Blood Magic save DC = 8 + your proficiency bonus + your Constitution modifier Blood Magic attack modifier = your proficiency bonus + your Constitution modifier Due to the nature of blood magic, any Blood Mage ability that manipulates blood in any way (infusing, draining, or altering its function) does not work on Undead, Constructs, or Elementals Blood Rites Blood Mages undergo a ritual that allows them to specialize in one of the fields of Blood Magic. Choose one of the following Blood Rites. Your choice grants you features when chosen and again at 6th level, 10th level, and 14th level. Rite of the Vitalurgist

Rite of the Blood Guard

Rite of the Hematologist Thrill of Battle At 2nd level, the thrill of combat and the smell of fresh blood gives you a rush that heightens your natural healing. During combat, while any hostile creature within 100ft is not at full health, at the start of each of your turns for the next minute, you can regain Blood Points or hit points equal to half of your Constitution modifier (rounded up). This effect ends while you are at 0 hit points or when combat ends (you are no longer following the initiative order or the DM declares that combat has ended). At 11th level, this current Blood Point or hit point restoration increases to your full Constitution modifier. Abilitiy Score Improvement At 4th level, you can increase one ability score by 2 points or increase two ability scores by 1 point. Ability scores cannot go above 20 in this way. You gain an additional ability score improvement at 8th level, 12th level, 16th level, and 19th level. Numb The Pain At 11th level, you become so efficient at casting certain spells, that they no longer cause you harm. Choose one 1st level spell and one 2nd level spell available to you. You no longer need to spend Blood Points to cast these spells. At 20th level, you can also choose a 3rd level spell under this feature, to no longer cost Blood Points. Infusion At 18th level, you infuse an extra dose of blood magic into everything you do. Add your Constitution modifier to the total damage or healing roll of any of your attacks or spells.

Rite of the Vitalurgist Vitalurgists spend thier lives devoted to healing the wounded and empowering their allies to cut down their foes. Vitalurgist Spell List Spell Level Spells Available Cantrips Blood Siphon, Maintain Vitals 1st Crimson Shield, Healing Touch, Scarlet Veil, Lacerate 3rd Soul Charge, 5th Blood Lust (Hypnotic Pattern), Mass Blood Surge (Mass Healing Word), Scarlet Revival 7th Healthstone, Plasma Portal 9th Blood Purification (Greater Restoration), Restore Bloodflow (Raise Dead) 11th Blood Barrier (Globe of Invlunerability), Scarlet Rejuvenation (Heal) 13th Scarlet Regeneration (Regenerate), Crimson Prison (Forcecage) 15th Crimson Aura (Super Aura of Vitality), 17th Reinforce Crimson Armor (Invulverability), Crimson Restoration (Full Heal) Patch the Wounded When undergoing the Rite of the Vitalurgist, you learn how to take a creature's freshly spilt blood, return it to their body, and patch the wound. When a creature you can see within 60ft takes damage, you can use your reaction to spend any number of Blood Points. For each Blood Point spent this way, you cause the creature to regain 2 hit points. The creature cannot regain more hit points this way than the total dealt to them by the attack that triggered this reaction. Transfusion At 6th level, you become particularly adept at using blood magic to heal others. Anytime a willing creature would regain hit points by an affect you caused, they also gain temporary hit points equal to double your proficiency bonus. Share the Pain At 10th level, you can strike a blood pact with a willing creature. During a long rest, you can perform a ritual, which takes 1 hour, by mixing together a few drops of your blood and a few drops of a willing creature's blood. This creates a blood pact and designates this creature as your "Blood Brother/Sister". This blood pact lasts until the start of the next long rest, at which time the ritual must be performed again, to maintain the pact, or you may perform the ritual with another creature, to designate that creature as your Blood Brother/Sister. Any time your Blood Brother/Sister is within 60ft of you and either one of you takes damage, the other may use their reaction to divide that damage in half and allow each person to take half of the damage instead of one person taking all of the damage. No other effects of the attack/effect are transferred this way (poisoned, knocked prone, frightened, etc.). Example: If your Blood Brother/Sister would take 10 damage from a wolf's claw attack, you can instead cause both of you to take 5 damage each. Blood Well At 14th level, you can create a healing pool of blood for allies to walk into and heal themselves. As an action, centered on a point within 60ft, you can create a pool of healing blood that occupies a 5ft cube. Any time a creature of your choice enters this pool for the first time on a turn, or starts its turn there, they regains 2d6 hit points. If you are standing in the pool when a creature would regain hit points from it, your presence inside the pool increases the healing to 3d6. In order to create this pool, you must harvest the blood of a Medium or larger creature's corpse within 30ft. If you don't have a worthy corpse nearby, you must spend 15 Blood Points to create the pool.

Rite of the Hematologist Hematologists devote themselves to learning ways of exploiting and harming their foes. Hematologist Spell List Hematologist Level Spells Available Cantrips Scarlet Dagger, Blood Siphon 1st Blood Siphon, Maintain Vitals (Spare the Dying), Scarlet Veil 3rd Blood Ward (Warding Bond), Horrific Scenery, Cauterize 5th Blood Lust (Hypnotic Pattern), Mass Blood Surge (Mass Healing Word) 7th Crimson Armor (Stoneskin), Blood Warp (Dimension Door) 9th Blood Purification (Greater Restoration), Restore Bloodflow (Raise Dead) 11th Blood Barrier (Globe of Invlunerability), Scarlet Rejuvenation (Heal) 13th Scarlet Regeneration (Regenerate), Crimson Prison (Forcecage) 15th Crimson Aura (Super Aura of Vitality), 17th Reinforce Crimson Armor (Invulverability), Crimson Restoration (Full Heal) Bloody Retaliation When undergoing the Rite of the Hematologist, you learn to use freshly spilt blood to deliver a quick counterattack to the creature that spilt it. When you or an allied creature within 60 feet of you is damaged by a melee attack, you can use your reaction to shape a crimson sword from the creature's spilled blood and retaliate. Make a melee spell attack against the attacker; on a hit, you can spend any number of Blood Points. The attacker takes 2 slashing damage per Blood Point spent. The total amount of damage dealt by this counter attack cannot exceed the damage of the attack that triggered this reaction. Alter Circulation At 6th level, you learn how to manipulate a creatures bloodflow, causing an increase or decrease to the circulation of various body parts. As an action, choose one creature within 60ft and choose a body part. Apply the effect to the target, corresponding to the chosen body part. If you target a willing creature, increase circulation to the chosen body part and they gain the chosen effect: Head : Gain advantage on Wisdom and Intelligence saving throws until the end of your next turn

: Gain advantage on Wisdom and Intelligence saving throws until the end of your next turn Arms : Gain advantage on any attack rolls until the end of their next turn

: Gain advantage on any attack rolls until the end of their next turn Legs: Gain advantage on Dexterity saving throws until the end of your next turn. If you target a nonwilling or unaware creature, they must make a Constitution saving throw. On a successful save, nothing happens to the target. On a failed save, decrease circulation to the chosen body part and apply the effect corresponding to the chosen body part. In either case, the target attributes the effect to something natural (lack of sleep, food not properly prepared, legs fell asleep from sitting/standing too long, etc.) Head : Have disadvantage on Wisdom and Intelligence saving throws until the end of your next turn

: Have disadvantage on Wisdom and Intelligence saving throws until the end of your next turn Arms : Have disadvantage on all attacks until the end of your next turn

: Have disadvantage on all attacks until the end of your next turn Legs: Get knocked prone and lose 10ft of walking speed for 1 minute At 13th level, you can choose any 2 creatures within range to be afflicted by this ability, but the chosen body part must be the same for all targets. All willing creatures gain the same positive effect and all unaware/nonwilling creatures gain the same negative effect. Blood to Stone At 10th level, you learn to manipulate your foe's blood and attempt to turn it to stone. As an action on your turn, you can touch a target and attempt to inject your own blood into them and cause it to slowly coagulate their entire blood supply, slowly turning their blood to stone. This effect requires concentration and automatically ends at any time if you lose concentration, lose physical contact with the creature, or the creature succeeds on any of its saving throws against this effect, for the duration of this entire process. This ability cannot be used against Undead, Constructs, or Elementals. The target must succeed on a Constitution saving throw or be injected with some of your own blood, causing their blood to begin coagulating and hardening. The target is Restrained until the start of your next turn. The target may repeat this saving throw at the end of its turn. At the start of your next turn, if the target has not succeeded on its saving throw against this effect, you can use your action to continue hardening it's blood. The creature must succeed on a Constitution saving throw or be Paralyzed until the start of your next turn. At the end of its next turn, the creature may repeat the saving throw. At the start of your following turn, if the creature has still not succeeded on its saving throw against this effect, you can use your action to attempt to turn the creature's blood to stone. The creature must succed on a Constituion saving throw or become Petrified. Once Petrified, you may break contact with the creature and no longer require concentration.

Desperate Infusion At 14th level, you can infuse a weapon with the power of your own life force, to attempt one final strike. As an action, can touch a melee weapon and infuse it with your life force. When you do this, spend all of your remaining Blood Points. The creature holding the weapon you touched, deals extra necrotic damage on their next successful weapon attack, equal to double the amount of Blood Points spent. If the creature holding the infused weapon is within melee range of a hostile creature, they can immediately make a single weapon attack against that creature. This weapon attack can also benefit from that creature's other abilities (Great Weapon Master, Reckless Attack, Divine Smite, Sneak Attack, etc.) This feature cannot be used again until you have finished a long rest. Rite of the Blood Guard Some Blood Mages dedicate themselves to protecting those who are less capable. These Blood Guards focus less on using thier blood magic to perform damaging feats, instead prioritize bolstering their defensive capabilities to better defend the weak. Blood Guards have different starting Hit Die, Proficiencies, Equipment, and gain spell slots at a different rate than other Blood Mages but retain the same core class features. Use the following rules instead of those posted at the top of this class description. 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 4) + your Constitution modifier per Blood Mage level after 1st Proficiencies Armor: All Medium/Heavy Armor and Shields

All Medium/Heavy Armor and Shields Weapons: Dagger, Dart, Sling, Quarterstaff, Light Crossbow, Longsword, Warhammer, Greatsword

Dagger, Dart, Sling, Quarterstaff, Light Crossbow, Longsword, Warhammer, Greatsword Tools: None Saving Throws: Constitution, Strength

Constitution, Strength Skills: Choose 3 from History, Insight, Intimidation, Investigation, Medicine, Religion, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Longsword and wooden shield or (b) a Greatsword

Two Daggers

A Scholar's Pack

Scale Armor and a set of normal clothes. Blood Guard Spell List Blood Guards must still spend Blood Points based on which spell level they wish to cast. However, they gain spell levels at a different rate than other Blood Mages. Use the following table to determine when you gain access to a higher spell level. Blood Guard Level Highest Spell Level available Spells Available 3rd 1st Crimson Shield, Scarlet Letter, Cauterize 5th 2nd Crimson Protector, Crimson Shackles 9th 3rd Get Back Here!, Scarlet Revival 13th 4th Ruby Fortification, Plasma Armor 17th 5th Sanguine Defender, Vengeance of the Blood God Scarlet Letter When undergoing the Rite of the Blood Guard, you learn how to draw attention away from the innocent and fight on their behalf. As a bonus action, you can apply a mark to a creature you can see within 60ft. You have advantage on all attacks against the marked creature. The marked creature has disadvantage on all attacks against any creature other than you. Creatures other than you have resistance to all damage dealt by the marked creature. Only one creature may be marked this way at a time. At the start of your turn, if a creature is already marked, you can use your bonus action to move the mark to any other creature you can see within range. Extra Attack At 6th level, you when you take the Attack action, you can make two weapon attacks as part of the Attack action. Bloody Smite At 6th level, you learn how to imbue your weapon strikes with a dose of your blood magic to deal extra damage. Whenever you land a melee weapon attack, you can spend any number of Blood Points equal to any spell level you have available to you. That weapon attack deals an extra 1d8 necrotic damage per spell level. (Example: You spend Blood Points equal to a 3rd level spell, your attack deals an extra 3d8 necrotic damage.) Crimson Intervention At 10th level, you learn how to create a dripping, red blood shield in front of an ally to protect them from harm. When a creature you can see within 60ft is the target of an attack and the attack hits, you can use your reaction to spend any number of Blood Points. Reduce the damage from the attack by 2 per Blood Point spent.

Crimson Retribution At 14th level, after preventing damage, you learn how to turn your bloody shield into a spear and pierce the target you are defending against. Any time you use your Crimson Intervention ability to prevent damage to a target, the creature you are preventing damage from, takes piercing damage equal to half the damage you prevented. Blood Magic Spells Acidic Blood Splash Casting Time: 1 action

1 action Range: 120ft

120ft Components: S, V, M (3 hit die worth of your own blood)

S, V, M (3 hit die worth of your own blood) Duration: Instantaneous You draw forth a portion of your own blood into a ball in the palm of your hand, turn it acidic, and fling it at a point within range, where it bursts into bloody wave. All creatures within a 20ft radius of that point must make a Dexterity Saving throw. On a failed save a creature takes 6d8 acid damage or half as much damage on a successful save. You may expend additional hit die when casting this spell, if you do, the damage increases by 1d8 per additional hit die expended. Plasma Armor Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (4 hit die worth of your own blood)

V, S, M (4 hit die worth of your own blood) Duration: 1 hour You coat your armor in a thick layer of acidic blood. This increases your AC by +5 and grants you 25 temporary hit points. Any time a creature hits you with a melee attack you while you have these temporary hit points, the impact of their attack causes the blood to splash out and damage that creature for 25 necrotic damage. You lose the AC bonus when you have lost all of the temporary hit points. Ruby Fortification Casting Time: 1 action

1 action Range: 30ft

30ft Components: V, S, M (4 hit die worth of your own blood)

V, S, M (4 hit die worth of your own blood) Duration: Instantaneous You use a portion of your own blood to bolster an ally's defenses. Choose a willing creature you can see within range. Form a semi-transparent red armor over top of their own armor or clothing. The creature gains 40 temporary hit points. You can expend any number of additional hit die when you use this ability. The creature gains 5 additional temporary hit points per additional hit die expended. Blood Siphon Casting Time: 1 action

1 action Range: 60ft

60ft Components: V, S

V, S Duration: Instantaneous You choose a creature you can see, within range and latch on to a small amount of its blood, siphoning out of their body and using it to empower an ally. Make a ranged spell attack. On a hit, the target takes 1d6 necrotic damage and a willing creature within 30ft of the target gains temporary hit points equal to half the damage dealt. Following this, you may expend 2 hit die. Doing this allows you to use your bonus action to repeat this spell effect using the same attack roll, against the same target or a new target. The damage of this second effect is maximized. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Cauterize Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (1 hit die worth of your own blood)

V, S, M (1 hit die worth of your own blood) Duration: Instantaneous A willing creature you touch regains hit points equal to 2d10 + your Constitution modifier. However, the creature can not regain hit points in any way until after completing a short or long rest. This has no effect on Constructs, Elementals, or Undead. You may expend additional hit die when using casting this spell. For each additional hit die expended, increase the healing by 1d10. Crimson Needles Casting Time: 1 action

1 action Range: 100ft

100ft Components: S, V, M (1 hit die worth of your own blood)

S, V, M (1 hit die worth of your own blood) Duration: Instantaneous You draw forth some of your blood and form it into 3 needles. These needles strike a target within range for 1d6+2 piercing damage. These needles may all strike the same target or different targets. You may expend additional hit die when casting this spell, if you do, you conjure one additional needle per additional hit die expended. Crimson Protector Casting Time: 1 action

1 action Range: Touch

Touch Components: S, V, M (2 hit die worth of your own blood)

S, V, M (2 hit die worth of your own blood) Duration: 1 hour You touch a willing creature and create a temporary blood bond with them. As long as that creature remains within 60ft of you, they gain a +2 bonus to their AC, saving throws, and have resistance to all damage. Also, any time that creature takes damage, you split the damage evenly. (Example: The target takes 10 damage from an attack. You each take 5 damage instead.) This effect immediately ends any time you and the target are separated by more than 60ft, or it this spell is cast on a different creature. Crimson Shackles Casting Time: 1 action

1 action Range: 100ft

100ft Components: S, V, M (2 hit die worth of your own blood)

S, V, M (2 hit die worth of your own blood) Duration: Concentration, 1 minute Choose one creature you can see within range. A set of bloody shackles appears in front of you and launches toward the target, grasping at their legs. The target must succeed on a Strength saving throw or have its movement speed reduced to 0 for the duration of this effect. Crimson Shield Casting Time: 1 action

1 action Range: 60ft

60ft Components: S, V, M (1 hit die worth of your own blood)

S, V, M (1 hit die worth of your own blood) Duration: Concentration, 1 minute You create a ethereal bloody shield in front of a willing creature. For the duration, that creature has +2 to their AC and at the time the spell is cast, gains 1d8 temporary hit points.