The Blood Mage table shows how many spell slots you have to cast your blood mage spells of 1st level 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.

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 above.

After discovering the dark art of blood magic, your body has shored itself up to become a font of power for your magic. See PHB Chapter 10 for the general rules of spellcasting and PHB Chapter 11 for the blood mage spell list (Blood mage spell list coming soon, use the sorcerer spell list for the time being).

You start with the following equipment, in addition to the equipment granted by your background:

Due to the...unpleasant nature of blood magic, there is very little written down about it. As such, spells must be committed to memory. The spells you know are fixed in your mind and the number of spells you know are equal to your Intelligence modifier + your blood mage level. The spells you choose when you gain levels in blood mage must be of a level for which you have spell slots.

For example, if you're a 3rd-level blood mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of memorized spells can includ six spells of either 1st or 2nd level, in any combination. If you memorize Magic Missle, you can cast it using a 1st-level or 2nd level spell slot.

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 (sorcerer) list. This new spell must also be of a level for which you have spell slots.

Spellcasting Ability

Constitution is your spellcasting ability for your blood magic spells, since the power of your spells relies on your 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 modifier

Spell attack modifier = your proficiency bonus +

your Constitution modifier

Spellcasting Focus

You can use an arcane focus (see PHB Chapter 5, "Equipment") as a spellcasting focus for your blood mage spells

Blood Potency

The first bit of blood magic all you learn is how to elevate all other spells. In order to elevate spells, a you must first damage yourself for the amount equal to the elevated spell level. You can only elevate spells to a level equal to half your blood mage level, rounded down. Also, you cannot elevate spells beyond what you can normally cast.

For example, a 5th-level blood mage would only be able to cause two points of damage to themselves, and elevate a first spell level by two. Or, they could do one point of damage to themselves, and elevate a second level spell one level.

In addition, any damage caused to yourself this way bypasses any resistances and immunities, and it does not interrupt your Concentration. Also, any reductions to your maximum hit points that are done through Blood Magic features are fully returned on a long rest. After a short rest, you can regain up to double your Blood Mage level of maximum hit points lost in this fashion.

After 5th level, as long as you have an open wound, you are able to use your blood as an arcane focus.

Blood Cabals

At 2nd level, choose a Cabal to join, which describes the type of blood mage you are: Cabal of Scars or Cabal of Aid. Your choice grants you features when you choose it at level 2, and again at 6th, 10th, and 14th level.

Blood Casting

Also at 2nd level, you are able to utilize your own life force to cast spells. You can reduce your maximum hit points by the spell level to cast any memorized spell at its base level, up to level 5, without expending a spell slot. You can still use your Blood Potency feat to elevate the spell.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or you can increase two ability scores by 1. Or, if your DM allows it, you can instead elect to take a feat. As normal, you cannot increase an ability beyond 20 with this feature.

Sanguine Decoction

At the 18th level, you can create a special, one time decoction of your own blood. You gain a 2 point increase to your Constitution. You can increase your Constitution beyond 20 in this fashion.

Improved Blood Casting

At the 20th level, you can cast spells at level 6 through 9 once without expending a spell slot by reducing your MaxHP by double the spell level.

Cabal of Scars

Added Proficiencies

You are now proficient in all finesse weapons, light armor, and shields

Spell Scarring

During a long rest, you can scar own body to store two spells you have memorized of up to spell level 5. This increases to three spells at level 6 and to four spells at level 10. Scribing a spell on your skin this way does not expend a spell slot, however you must use the base level for the spell. Also, scribing a spell this way will reduce your maximum hit points by double the spell level. Expending a scarred spell halves the normal casting time of the spell. So if a spell has a casting time of one action, it is now a bonus action. If it has a casting time of one hour, it now takes thirty minutes. Casting times of a bonus action cannot be halved. You cannot elevate spells cast with this feat.

During your next long rest, you can elect to keep an unused spell scarred on your body, but your maximum hit points for that spell do not restore during the long rest.