The Blood Mage Level Proficiency Bonus Features Cantrips Known Spells Known Highest Level Spell Slot Creatable 1st +2 Spellcasting 2 3 1 2nd +2 Blood Type 2 4 1 3rd +2 - 2 5 2 4th +2 Ability Score Improvement 2 6 2 5th +3 - 2 7 3 6th +3 Blood Type Feature 3 8 3 7th +3 - 3 9 4 8th +3 Ability Score Improvement 3 10 4 9th +4 - 3 11 5 10th +4 Restorative Blood 3 12 5 11th +4 Blood Secret (6th level) 4 13 5 12th +4 Ability Score Improvement 4 14 5 13th +5 Blood Secret (7th level) 4 15 5 14th +5 Blood Type Feature 4 16 5 15th +5 Blood Secret (8th level) 4 17 5 16th +5 Ability Score Improvement 5 18 5 17th +6 Blood Secret (9th level) 5 19 5 18th +6 Blood Type Feature 5 20 5 19th +6 Ability Score Improvement 5 21 5 20th +6 Blood-born Vitality 6 22 5 Blood Mage Blood dripping from his palm, a pale man curses his foes. They back away, fear in their eyes, knpwing that each drop of blood which falls to the floor further seals their fate. A battle-hardened dragonborn gestures for her enemies to come forward, knife held loosely in her hand. Their wounds fuel her. Hidden by a hastily-conjured cloud of fog, a half-orc nervously waits for their target to draw close enough. When they do, the half-orc springs out and tears their blood from their veins. Sorcerers know that the source of their magical power is in their blood, but blood mages take that understanding to the logical conclusion. All blood bears power, and the proper techniques can bring it out. The Power of Blood Blood mages know that magic is an inherent part of life, and that sacrifice is part of magic. In order to bring out their full potential, they take the risky route of using blood as fuel. They view it, however, as the most rewarding and powerful way of vasting magic. Blood mages are forced to take an interest in their own fitness beyond that which most mages spellcasters engage in, owing to their art's physically draining nature. They are typically comfortable with simple weapons and in light or medium armor. Damaged Bodies A blood mage's calling leaves their body tattered and damaged. Although few blood mages permanently cripple themselves, all develop an unsettling array of scars and other wounds which drive away ordinary people, and the magic itself has a dark reputation. Those called to blood magic often become adventurers by necessity, as maintaining a normal life becomes impossible facing discomfort at best and discrimination or violence at worst.

Creating a Blood Mage A blood mage character asks for a backstory which explains at least one thing: how did you discover the power of blood? Did you encounter a magical creature such as a hag or demon which taught you? Did you make friends with a wandering sorcerer who led you to the realization? Did a blood mage who operated in secret teach you to take the first steps onto the path of blood magic? Quick Build You can make a blood mage quickly by following these suggestions. Frst, Constitution should be your hishest ability score, followed by Dexterity. Second, choose the Hermit background. Third, choose the Blood Drain, Mage Hand, and Prestidigitation cantrips, and Hellish Rebuke, Hex, and Magic Missile as your first level spells. Class Features As a blood mage, you gain the following class features. Hit Points Hit Dice: 1d6 per blood mage level Hit Points at 1st level: 6 + your Constitution modifier Hit points at higher levels: d6 (or 4) + your Constitution modifier per blood mage level after 1st Proficiencies Armor: Light armors Weapons: Simple weapons Tools: none Saving Throws: Constitution, Intelligence Skills: choose two from Arcana, Nature, Religion, Insight, Medicine, Survival, and Intimidation Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a quarterstaff or (b) a light crossbow

a dagger

(a) a scholars pack or (b) a diplomat's pack

leather armor Spellcasting Cantrips At first level, you know two cantrips of your choice from the blood mage spell list (at the end of this pdf). You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blood Mage table. Casting Spells You have no spell slots. Instead, you can create spell slots using your health. To cast a spell you know you must create a spell slot of equal or greater level to the spell being cast, which can be done as part of the same action as casting the spell. Creating a spell slot requires reducing your maximum health by an amount dictated in the chart below. Spell Slot Cost Spell Level Health Cost 1st 2 2nd 3 3rd 5 4th 7 5th 9 There is a limit to the level of spell slot you can create using your health, as shown in the Highest Level Spell Slot Creatable column of the Blood Mage table. Your maximum health is restored to its normal maximum at the end of a long rest. Greater Restoration will not fully restore maximum health reduced by this feature or other features in this class, but it will restore it by the spellcasting bonus of the caster. Spellcasting Ability Constitution is your spellcasting ability for your blood mage spells, since you cast directly from your life force and your vitality. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution 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 bonus = your proficiency bonus + your constitution modifier Spellcasting Focus You can use a dagger as a spellcasting focus for your blood mage spells. Learning Spells of 1st Level and Higher You know three 1st level spells of your choice from the blood mage spell list. Each time you gain a blood mage level, you learn one blood mage spell. This spell must be a level for which you can create spell slots. For instance, when you reach third level in this class, you can learn one new spell of first or second 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 also must be of a level for which you can create spell slots. Blood Type When you reach second level, you choose a blood type, which details the natural gift of your blood: Universal Donor or Universal Recipient, both detailed at the end of the class description. Your choice grants you features when you choose it at 2nd level and again at 6th, 14th, and 18th 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.

Restorative Blood When you reach 10th level, you learn to speed the restoration of your vitality. During a short rest, you can restore your maximum health by spending hit dice. Between long rests, you can spend a total number of hit dice to do this equal to half of your Blood Mage level. Spending hit dice in this manner does not restore your current health, and you do not add your Constitution modifier to the hit dice you roll to restore your maximum health using this feature. Blood Secret At 11th level, you learn a powerful method of manipulating blood and vitality, which can only be used safely once. Choose a single 6th level spell from the blood mage spell list. You can cast this spell by reducing your maximum health by an amount dictated by the chart below. you must take a long rest before doing so again. At higher levels, you gain more blood mage spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. Blood Secret Spell Slot Cost Spell Level Health Cost 6th 11 7th 13 8th 15 9th 17 Master of Blood At 20th level, your maximimum health is restored by your three times your Constitution modifier whenever you finish a short rest. Blood Types Blood mages have discovered many secrets about blood. One of the most important to how they work magic is whether their blood is a donor or a recipient. Some people's blood carries no signs to mark itself, and so can be given to any other creature without incident. Some people's blood carries all signs, and so all others' blood can be taken without incident. These are both powerful qualities, magically, and bear many implicatinos. Universal Donor The blood of a universal donor will be taken by any, but rejects all. They find it easy to strike and easy to heal, but in turn it is difficult to heal them as their own powerful magic fights against the magic of others. Their abilities often seem to be a double edged sword - not just allowing them to be great healers and deadly warriors, but also keeping them on a far thinner edge than many other fighters live on. Double-Edged Sword Starting at 2nd level, your blood prefers to heal than to be healed. Whenever you heal another person, add your Constitution modifier to to the total healing. Whenever you are healed by a spell, reduce the total healing by your Constitution modifier (to a minimum of 1). Blood Infusion Starting at 2nd level, you can infuse your own blood into another creature. As an action, you can touch a willing creature other than yourself and reduce your maximum health by up to half your blood mage level. For each point you reduce your maximum health by, the creature heals by 1d8. Blood Pact Starting at 6th level, you have learned to heal your allies as fast as they are hurt. When a creature within 30 feet of you takes damage, you can use your reaction and expend a hit die to heal them of half the damage. Touch of Blood Starting at 14th level, you have learned to make your blood into a weapon. As an action, you can make a melee spell attack and expend up to half of your blood mage level in health. For each point of health you expend, the target takes 1d12 necrotic damage. Magic of Blood Starting at 18th level, you have learned to apply the always-accepted properties of your blood to your spells. By expending a hit die when casting a spell, you can grant yourself advantage on an attack roll or grant a single target disadvantage on a save. You may do this a number of times equal to your Constitution modifier between long rests. Universal Recipient The blood of a universal recipient will accept any, but is rejected by all. They are easy to heal and easy to strike, and find themselves often relying on their abilities and allies to help cover their weak points. They constantly work to make new allies and prevent their blood's natural openness from being a weakness. Their advantage, however, is their ability to draw on others' power to cast spells. Dig in the Sword Starting at 2nd level, you begin to train your blood to fight rather than accept intrusions, and rouse itself to battle. As a reaction after you are hit by a melee attack, you can spend up to half your level in health (rounded down) to deal twice as much necrotic damage to the attacker. Bloodletting Starting at 2nd level, you can forcibly take the blood of other creatures for your own purpose. You learn the blood drain cantrip if you do not already know it. If you do then you learn a different blood mage cantrip of your choice. You may add your Constitution modifier to the damage dealt by blood drain.

Armor of Blood Starting at 6th level, you have learned to prevent your blood's natural inclination to accept intrusions. Your AC when not wearing armor becomes 10 + your Dexterity Modifier + your Constitution Modifier. Bloodcasting Starting at 14th level, your blood draining skills have become so practiced that you can seamlessly move from draining into casting. After successfully casting blood drain, you may use a bonus action to cast a cantrip at its lowest level. If you do so, you do not gain any temporary health from blood drain, and you lose any temporary health you currently have. As an example, after casting blood drain, you may cast acid splash. However, even though acid splash cast by a 14th-level caster normally deals 3d6 acid damage, this casting deals only 1d6 damage. Shielded Mind Starting at 18th level, your training in keeping your blood from accepting the wrong things extends to magic. You can spend a hit die to grant yourself advantage on a spell saving throw. You may do this a number of times equal to your Constitution modifier between long rests. Blood Mage Spell List Cantrips Acid Splash Blood Drain Chill Touch Fire Bolt Mage Hand Prestidigitation Ray of Frost Spare the Dying 1st Level Armor of Agathys Arms of Hadar Burning Hands Charm Person Chromatic Orb Disguise Self False Life Find Familiar Fog Cloud Grease Hellish Rebuke Hex Identify Inflict Wounds Magic Missile Ray of Sickness Sleep Tasha's Hideous Laughter 2nd Level Aid Alter Self Augury Blindness/Deafness Continual Flame Create or Destroy Water Enlarge/Reduce Flame Blade Flaming Sphere Gentle Repose Hold Person Lesser Restoration Magic Weapon Melf's Acid Arrow Ray of Enfeeblement Scorching Ray Shatter Silence Suggestion