The Bloodmage Secluded in a dark chamber, sits a young elven woman on a desk reading an old black tome, while aimlessly waving her index finger causing this small sphere of red floating liquid above her to follow the finger's motions. Then suddenly the sphere forms the shape of a knife but only for a moment just to revert back to its old spherical form. It is a cold but surprsingly also somewhat gentle smile the old human man has when he kneels down to the injured orc, that just moments ago tried to kill him. Gently the man waves his hand over the orcs face, as the orc slowly turns to dust while the wounds of the man rejuvenate. Bloodmages, also called Hemomancers, are masters of blood manipulation and blood magic. Curious about the wonders and secrets of life, they strive to uncover every aspect of it, in the hopes of eternal life. The Secret Arts of Blood Manipulation There is a common preconception about bloodmages and their talents as evil spellcasters like necromancer. While not completely unfounded due blood mainpulation (or hemomancy) and the school of necromancy being closely connected to each other, this arcane practice is not inherently evil unlike creating the undead. Like wizards, bloodmages are required to do a lot of research in the arcane arts to properly figure out the rites and magical incantations needed to gain the ability to infuse their blood with the right magical energies, which is a prerequisite for blood manipulation. Those rituals tend to be rather painful and can kill the bloodmage if not done properly. For Bloodmages that survive this process, their magic-infused blood makes them unnatural tough allowing them to take as much punishment as the most adepted warriors. In combat it is normal for a bloodmage to be surrounded by floating blood, which the bloodmage siphoned out of his or her own body beforehand. Typically a bloodmage will use this floating blood to from weapons or barriers, which are evershifting and everchanging to suit the bloodmages current needs. Bloodmages are also adept in siphoning the life force of their enemies out of their body to bolster themselves (or in rare cases their allies). Pursuit of Immortality Due the prementioned prejudice bloodmages often hide their knowledge and only practice this magic in secrecy (which ironically just strengthens this prejudice) but the research in it, is as old as the "normal" research of the arcane mysteries mortal wizards do. In fact it is mainly mortals that are interested in this arcane art as it is believed to hold the secrets of immortality. As such, the common reason for becoming a bloodmage is the pursuit of immortality. But a less common reason can also be the pursuit of healing or restoration magic. The advanturing life is often prefered by bloodmages as it gives them ample oppurtiunites test and refine their magic. This is also a good way to collect blood and further their understanding of life and death, without coming in conflict with the laws of civilization. After all murdering townsfolk or merchants can be a problem but nobody would mind if some vile monster or "primitive" humanoid like a goblin or orc was killed and horrible dissected. The research and rediscovery of ancient forgotten arkane knowledge is also within the interests of bloodmages but unlike wizards they tend to not care about the fundamentals of reality or general knowledge about magic unless it helps further their understading of life, death and all between. Creating a Bloodmage When creating a bloodmage you have first to ask yourself how your character came in contract with it. Did he have a teacher? Was he a physician or a researcher before and stumbled upon this secret knowledge? Or maybe was there an extraordinary event that infused your character's blood with magic and now he tries to learn more about its potential? Was your character maybe just a guinea pig of an other bloodmage, survived the experiments and now searches for a way to undo the magic? What is your character's reason to follow the path of a bloodmage? Does your character seek immortality? Power? Understanding of the cycle of life? A way to cure a beloved one? A twisted form of sadomasochism? What ever the reason may be, bloodmages are unconventional magic users, who use a keen mind and are willing to sacrifice their own life essence, if necessary, to overcome any hurdle and to archive their goals.

Bloodmage Level Proficiency

Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Blood Analysis, Blood Manipulation — — — — — — 2nd +2 Adaptive Blood, Life Steal, Spellcasting 3 2 — — — — 3rd +2 Secret Art 4 3 — — — — 4th +2 Ability Score Improvement 5 3 — — — — 5th +3 Crimson Alacrity 6 4 2 — — — 6th +3 Sanguine Might 7 4 2 — — — 7th +3 Secret Art feature 8 4 3 — — — 8th +3 Ability Score Improvement 9 4 3 — — — 9th +4 — 10 4 3 2 — — 10th +4 Blood Reserves 10 4 3 2 — — 11th +4 Dark Conversion 11 4 3 3 — — 12th +4 Ability Score Improvement 11 4 3 3 — — 13th +5 — 12 4 3 3 1 — 14th +5 Secret Art feature 12 4 3 3 1 — 15th +5 Resilience Through Pain 13 4 3 3 2 — 16th +5 Ability Score Improvement 13 4 3 3 2 — 17th +6 — 14 4 3 3 3 1 18th +6 Secret Art feature 14 4 3 3 3 1 19th +6 Ability Score Improvement 15 4 3 3 3 2 20th +6 Immortal Body 15 4 3 3 3 2 Quick Build You can quickly make a bloodmage by following those suggestions. First you highest ability score should be Dexterity directly followed by Intelligence. You want both those ability scores as high as possible. You also want a good Consitution ability score. Second, choose the sage background. Class Features As a Bloodmage, you gain the following class features: Hit Points Hit Dice: 1d10 per bloodmage level

1d10 per bloodmage level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per bloodmage level after 1st. Proficiencies Armor: None

None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Arcana, Insight, Intimidation, Investigation, History, Medicine, Nature or Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon

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

A dagger and two empty vials Alternatively, you may start with 5d4 gp to buy your own equipment.

Blood Analysis Beginning at first level, you always know if a substance is blood. You can perform a 1 minute magic ritual on a blood sample to learn more about the creature it belonged to: You learn the creature's age, diet, gender and if it was healthy at the time it lost this blood.

You also gain some general knowledge about the creature's kind like its type (humanoid, beast etc.), its prefered habitat (desert, sea, warm or cold climate etc.), a rough understanding of the kind's appearance and vulnerabilities, resistances or immunites (if the kind has any).

If you have analysed two different blood samples you know if they belong to the same creature. This feature doesn't give you any way to track or find the creature or members of its kind but at the DM's discretion you may gain additional information about the creature. Blood Manipulation At first level, though special arcane rituals, you gained control over your own blood. Awakened Blood As bonus action and by reducing your current hit points and your hit point maximum by a number equal to your level, you can siphon some of your blood out of your body, which then floats around your body to grant you the Awakened Blood effect, which is a prequisite for most bloodmage features. You can only do so, if the reduction doesn't reduce your current hit points or your hit point maximum to 0 or below.

The reduction lasts until the Awakened Blood effect ends, which only happens if you dismiss it as a bonus action or if you finish a short or long rest causing the floating blood to return into your body. Grasping Blood While under the Awakened Blood effect, some of your floating blood can directly interact with your surroundings. This Grasping Blood doesn't occupy any space and can magically be controlled by you as an action. You can use the Grasping Blood to change its form into a tiny object of your choice, manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the Grasping Blood up to 30 feet each time you use it.

The Grasping Blood can't attack, activate magic items, or carry more than 10 pounds. And if you are more then 30 feet seperated from it, it lets go of whatever it was carring and returns to you. Hemokinetic Armor Your floating blood wards off attacks. When you aren't wearing armor and are under the Awakened Blood effect, your AC equals 13 + your Dexterity modifier. Increased Blood As a side-effect of the rituals, the amount of blood in your body has increased. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Sanguine Weapon You can create a Sanguine Weapon, made of floating blood in one of your hands (counts as drawing a weapon), while under the Awakened Blood effect: This weapon counts as a simple melee weapon and with which you are proficient in and only you can wield.

The weapon is a magic weapon and as such overcomes resistance and immunity to nonmagical attacks and damage.

You choose the weapon's form and can change its form freely on your turn (no action required).

It deals 1d8 bludgeoning, piercing or slashing damage (depending on its form) on a hit and has the finesse and the light properties.

You can't be disarmed of that weapon unless you are incapacitated and if you drop it, the blood, from which the weapon was made of, starts floating around you again.

If the Awakened Blood effect ends you also lose this weapon.

Dark Rituals The arcane knowledge and the magical rituals required to gain the ability to manipulate blood are well-kept secrets. While the rites can be done without much affinity for magic or spellcasting, the knowledge needed to perfrom them is extremly complex and a keen mind is essential to ensure a proper execution. A failed execution will normally cause the person performing the ritual to die from the required bloodletting. In fact a poor consititution can also lead to death since the bloodletting is done over many hours and over a few seperate rituals. This lengthy and painful process is commonly the reason why a person may not want to become a bloodmage and instead persues a more tradidional path to magical power like becoming a wizard.

Adaptive Blood At 2nd level, your control over your blood has become more refined. When you activate your Awakened Blood effect, you gain one of the following traits (your choice): Heavy Blood: Your Sanguine Weapon now deals 2d6 bludgeoning, piercing or slashing damage (depending on its form) on a hit and gains the two-handed and heavy properties but loses the light property.

Protective Blood: While wielding your Sanguine Weapon, you can use your other hand to create a barrier of blood to protect you (no action required), granting you a +2 bonus to AC. This barrier counts as wielding a shield, but you don't suffer any drawbacks from it, if you don't have the shield proficiency.

Reaching Blood: Your Sanguine Weapon gains the thrown and two-handed properties (range 60/120) but loses the light property and if thrown, it immediately returns into your hands after it hits or misses its target.

Sinister Blood: If you wield your Sanguine Weapon in one hand and use an other weapon to make an offhand attack as a bonus action, you can add 1d6 necrotic damage to that attack. While under the Awakened Blood effect, you can switch traits as a bonus action but only one trait can be active at a time. Life Steal At second level, you have learnt to steal the life force of your enemies. Once on each of your turns, when you hit a creature with your Sanguine Weapon, you can expend one spell slot and deal extra necrotic damage to the creature, in addition to the weapon's damage. The damage is 1d8 + your Intelligence modifier for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 4d8 + your Intelligence modifier. You cannot increase the dice of this feature on a critical hit.

You also regain hit points equal to half the amount of necrotic damage dealt by this feature.

Sacrificing Hit Points: Some bloodmage features require you to sacrifice hit points, which means you magically take damage equal to the amount of hit points sacrificed. This damage ignores temporary hit points and cannot be reduced or avoided in anyway. Damage taken from sacrificing hit points doesn't cause Concentration checks. To sacrifice any hit points you have to be conscious. Spellcasting Beginning at 2nd level, your research in the arcane arts and your ability of blood manipulation granted you a way to use your blood as conduit to cast spells. Blood Magic You produce your bloodmage spell effects by channeling arcane energies through your blood. To cast any spell with this Spellcasting feature you need to be under the Awakened Blood effect. You can use your Sanguine Weapon as a spellcasting focus for your bloodmage spells. Spell Slots The bloodmage table shows how many spell slots you have to cast your bloodmage 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.

For example, if you know the 1st-level spell Bane and have a 1st-level and a 2nd-level spell slot available, you can cast Bane using either slot. Spells Known of 1st Level or Higher You know three 1st-level spells of your choice from the bloodmage spell list. The Spell Known column of the bloodmage table shows when you learn more bloodmage spells of your choice from this feature. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. Additionally, when you gain a level in this class, you can choose one of the bloodmage spells you know from this feature and replace it with another spell from the bloodmage spell list. The new spell must also be of a level for which you have spell slots on the Bloodmage table. Spellcasting Ability Intelligence is your spellcasting ability for your bloodmage spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a bloodmage spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus +

your Intelligence modifier Spell attack modifier = your proficiency bonus +

your Intelligence modifier Sacrifical Rites You can cast a bloodmage spell, as a ritual if that spell has the ritual tag even if you don't know the spell. This however requires you sacrifice a number of your hit points equal to 1d6 per level of the spell (if this damage reduces your hit points to 0 or below, you are instead at 1 hit point and the ritual casting fails). The spell's level also needs to be of a level for which you have spell slots.

If you know the spell you don't have to sacrifice any hit points.

Secret Art When you reach 3rd level, you choose a secret art, which will shape the use of your magical prowess. Your choice grants you features at 3rd level and again at 7th, 14th, and 18th level. Your choice also grants you additional spells known for your bloodmagic called secret art spells. Secret Art Spells Each secret art has a list of spells—its secret art spells—that you gain at the bloodmage levels noted in the secret art description. Once you gain a secret art spell, you always know it and it doesn't count against the numbers of bloodmage spells known by you. If the spell already was on of your known bloodmage spells, you can replace that spell with an other bloodmage spell. If you have a secret art spell that doesn't appear on the bloodmage spell list, the spell is nonetheless a bloodmage spell for you. 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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats). Crimson Alacrity Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn and are under the Awakened Blood effect. Sanguine Might Starting at 6th level, while under the Awakened Blood effect, as a bonus action you can sacrifice hit points equal to a number of d6s (up to: 1 die at 6th level, 2 dice at 9th level and 3 dice at 12th level) to grant your Sanguine Weapon a bonus to attack and damage rolls when you attack with it. The bonus equals the number of dice you used for the hit point sacrifice. This bonus lasts for 1 hour or until the Awakened Blood effect ends. Blood Reserves Beginning at 10th level, you can stockpile extra blood in your body. These Blood Reserves can store hit points up to your bloodmage level × 3. If a bloodmage feature requires you to sacrifice hit points you can use the hit points from your Blood Reserves instead. If this damage reduces the Blood Reserves to 0 hit points, you take any remaining damage.

The Blood Reserves regain all their hit points when you finish a long rest. If you regain hit points with your Life Steal feature, you can let your Blood Reserves regain those hit points instead. Dark Conversion At 11th level, you can use your bonus action to regain an expended spell slot (no higher then a 5th level spell slot). To do so, you have to sacrifice hit points equal to a number of d12s. The number of dice is equal to the level of the spell slot.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. Resilience Through Pain Starting at 15th level, whenever you are forced to make a saving throw and are under the Awakened Blood effect, you can sacrifice 1d6 hit points (no action required) to gain a bonus to that saving throw equal to your Intelligence modifier (with a minimum bonus of +1). You can decide to do so after you know the result, possibly changing the outcome. Immortal Body At 20th level, though your mastery of blood manipulation and blood magic you have transcended mortality. You gain the following benefits: You don't age anymore and you can't be aged magically.

You no longer need food, water or sleep.

You are immune against the exhaustion condition.

Once per long rest, you can cast regenerate on yourself as an action without any component requirements.

Secret Arts of Hemomancy The knowledge of blood manipulation and blood magic is as complicated and time consuming as the conventional study of the arcane arts. As such it is common for bloodmages to focus only on one part of this vast knowledge. Those different foci are called the secret arts of hemomancy and the most often chosen secret arts are the blood preserver and hemokinetics as they improve or refine blood manipulation. Other secret arts like the crimson mages, who focus more on the arcane arts, while scarlet knights focus on the art of war. But there are also less common and maybe more sinister secret arts like the Herolds of Dread. Blood Preserver Blood preservers are more interested in helping others then themself. Most good aligned bloodmages are blood preservers as they try to use the knowledge about blood manipulation to keep their allies alive. Though, like all bloodmages, they steal the life force from their enemies, they prefer to use this essence to heal their allies instead of themself. Their study of necrotic energies also gives them additional protection against those energies. Blood Preserver Secret Art Spells Bloodmage level Spells 3rd Cure Wounds 5th Aid 9th Revivify 13th Aura of Life 17th Raise Dead Essence Transfer At 3rd level, you can use your bonus action to sacrifice hit points up to your bloodmage level. Choose a creature you can see within 60 feet of you. That creature regains hit points equal to twice the sacrificed hit points.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. Negative Energy Protection Beginning at 7th level, you gain resistance against necrotic damage and your hit point maximum cannot be reduced (the Blood Manipulation feature now only reduces your current hit points). Shared Theft Starting at 14th level, whenever your regain hit points with your Life Steal feature, you can choose a creature you can see within 60 feet of you to regain those hit points instead. If you choose to do so, you also regain hit points equal to the level of the spell slot used for the Life Steal + your Intelligence modifier. Life Preserving Aura At 18th level, a magical aura of life preservation surrounds you and moves with you. Friendly creatures within 30 feet of you and youself are protected by the death ward spell while the aura is active. After the death ward spell from this aura protects a creature from dropping to 0 hit points or instant death the creature regains 8d10 hit points and the aura ceases to work until you finish a long rest. Crimson Mage Crimson mages are more adept in the arcane arts then other bloodmages. Unlike other bloodmages, they choose their secret art spells freely themself and are more efficent in the recovery of magical power. They are also masters in combining spellcasting with blood manipulation. Custom Secret Art Spells You can choose your secret art spells from the wizard spell list. Once chosen you cannot change them. Crimson Mage Secret Art Spells Bloodmage level Spells 3rd a 1st level wizard spell 5th a 2nd level wizard spell 9th a 3rd level wizard spell 13th a 4th level wizard spell 17th a 5th level wizard spell Magic Adapt At 3rd level, you know three cantrips of your choice from the wizard spell list. At level 10 you learn a fourth one.

For you, those cantrips count as bloodmage cantrips. Sanguine Rush Beginning at 7th level, when you use your action to cast a cantrip, you can make one attack with your Sanguine Weapon as a bonus action by sacrificing 1d6 hit points. Efficent Recovery Starting at 14th level, when you use your Dark Conversion feature to regain an expended spell slot, you only need to sacrifice half the amount of hit points. Improved Sanguine Rush At 18th level, when you use your action to cast a spell, you can make one attack with your Sanguine Weapon as a bonus action by sacrificing 1d6 hit points.

Hemokinetics Bloodmages who focus on the secret art of hemokinetics are the true masters of blood manipulation. It is the most common practiced secret art within the bloodmages as their control over their own blood is so strong that they can use it to lift heavy objects, grab and restain other creatures with ease. True masters of this art can use their blood to fly around without much difficulty. Hemokinetics Secret Art Spells Bloodmage level Spells 3rd Catapult 5th Hold Person 9th Tidal Wave 13th Watery Sphere 17th Hold Monster Bonus Proficiency At 3rd level, you gain proficiency in the Athletics skill. Improved Blood Manipulation At 3rd level, while under the Awakened Blood effect you gain the following benefits: If you make an ability check that uses Strength, you can instead use Intelligence for the check.

Your Grasping Blood can now move a creature or an object with a weight in pounds up to 60 times your Bloodmage level in a radius of 30 feet around you. A creature first needs to be grappled by your Grasping Blood before your Grasping Blood can move it.

You can use your Attack action to make a special attack with your Grasping Blood to try to grapple a creature (Huge or smaller) within 30 feet of you, using your Ability Scores for the grapple (you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check). If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. If the creature loses the contested ability check, your Grasping Blood can instantly pull the creature within 5 feet of you (your choice) and the creature is grappled by your Grasping Blood. It can escape the grapple following the normal grappling rules (see PHB page 195). Unyielding Grasp Starting at 7th level, you have advantage on ability checks to maintain a grapple with your Grasping Blood and if your Grasping Blood successfully grapples a creature, you can use your reaction to also restrain that creature by sacrificing 2d6 hit points. The creature is restrained until it is freed from the grapple. Superior Reach Beginning at 14 level, everything your Grasping Blood could do within 30 feet of you, it can now do within 60 feet of you. Crimson flight Starting at 18th level, you have learnt to use your own blood to magically lift yourself into the air. While under the Awakened Blood effect you gain a flying speed equal to your walking speed and you can hover. Herold of Dread Herolds of Dread are rare among bloodmages due the fact it is required to infuse the bloodmage's blood with fear-inducing energies. This process often results in the bloodmage becoming insane or mad, as the mind is overwhelmed by these energies. But bloodmages, whose mind and psyche is strong enough to withstand this process, gain powerful psionic powers, that can teach someone the true meaning of despair. Herold of Dread Secret Art Spells Bloodmage level Spells 3rd Wrathful Smite 5th Phantasmal Force 9th Fear 13th Phantasmal Killer 17th Synaptic Static Horrifying Blood At 3rd level, your blood gains limited mind-affecting powers. If you hit a creature with your Sanguine Weapon you can sacrifice 1d4 hit points to deal extra psychic damage equal to twice the amount of sacrificed hit points and force the target to make a Wisdom saving throw against your bloodmage spell save DC. On a failed save the target is frightened of you until the end of your next turn.

Additionally you can choose to deal psychic damage with your Sanguine Weapon instead of its normal damage type. Edge of Insanity Beginning at 7th level, the fear-inducing energies in your blood drove you to near insanity. By being on the edge of insanity most of the time, your psyche is strong enough to not be effected by any type of madness or insanity (e.g. the Symbol spell).

You also gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Charisma saving throws.

Inducing Terror Starting at 14th level, if a creature is frightened by you, its speed is reduced to 0 and can't take reactions. Veil of Total Despair At 18th level, when you are about to get attacked by a creature you can see, you can use your reaction to deal 2d6 psychic damage to that creature and force it to make a Wisdom saving throw against your bloodmage spell save DC. On a failed save creature must choose a new target or lose the attack and cannot attack you again until the start of its next turn. If the creature is frightened by you, it automatically fails the saving throw and takes extra psychic damage equal to half your bloodmage level. Scarlet Knight Among bloodmages, scarlet knights are the most inclined for battle and war. They can infuse their blood with curses to weaken their enemies. They are also excellent at mounted combat, as they protect their mounts with their own blood. Powerful scarlet knights can perform deathly charges and gain extra protection from their blood. Scarlet Knight Secret Art Spells Bloodmage level Spells 3rd Command 5th Find Steed 9th Haste 13th Find Greater Steed 17th Banishing Smite Bonus Proficiency At 3rd level, you gain proficiency in the Animal Handling skill. Weakening Curse At 3rd level, if you hit a creature with your Sanguine Weapon you can sacrifice 1d6 hit points to deal extra necrotic damage equal to the amount of sacrificed hit points and force the target to make a Wisdom saving throw against your bloodmage spell save DC. On a failed save, the target has to reduce the damage of its attacks by 1d6 until the end of your next turn.

When you reach certain levels in this class, the target has to reduce the damage by more: by 2d6 at 10th level and by 3d6 at 18th level. Improved Weakening Curse Beginning at 7th level, a target that fails the Wisdom saving throw of your Weakening Curse feature, also has disadvantage on any attack roll that isn't against you until the end of your next turn. Protected Steed Beginning at 7th level, while you are mounted and under the Awakened Blood effect, your blood will protect your mount, granting you the following benefits: If your mount isn't wearing any type of barding, its AC is 15 + your Intelligence modifier.

Your mount can add your Intelligence modifer as a bonus to any saving throw it is forced to make. Destructive Charge Starting at 14th level, you can perform a devastating magical charge against your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature with a melee weapon and you hit it with the attack, that target takes extra 3d10 force damage. You can use this feature only once on each of your turns. Blood Aegis At 18th level, when an attacker that you can see hits you or your mount (only while you are mounted on it) with an attack, you can use your reaction to halve the attack's damage against you or your mount, as your blood softens the blow.

You only can use this feature while under the Awakened Blood effect.

Bloodmage Spell List 1st Level Alarm (r)

Bane

Blood Star (+)

Bloodwave (+)

Cause Fear

Comprehend Languages (r)

Create or Destroy Water

Crimson Blade (+)

Detect Magic (r)

Detect Poison and Disease(r)

Disguise Self

Expeditious Retreat

False Life

Feather Fall

Grease

Identify (r)

Illusory Script (r)

Jump

Longstrider

Protection from Evil and Good

Purify Food and Drink (r)

Vampiric Strike (+) 2nd Level Alter Self

Blindness/Deafness

Blood Curse (+)

Darkvision

Detect Life (+)(r)

Detect Thoughts

Enhance Ability

Enlarge/Reduce

Gentle Repose (r)

Invisibility

Knock

Lesser Restoration

Levitate

Locate Object

Magic Mouth (r)

Misty Step

Protection from Poison

Ray of Enfeeblement

See Invisibility

Spider Climb 3rd Level Bestow Curse

Blood Lance (+)

Clairvoyance

Counterspell

Dispel Magic

Feign Death (r)

Fly

Leomund's Tiny Hut (r)

Life Transference

Magic Circle

Nondetection

Protection from Energy

Remove Curse

Sending

Tongues

Water Breathing (r)

Water Walk (r)

Withering Weapon (+) 4th Level Arcane Eye

Asphyxiate (+)

Banishment

Blight

Control Water

Death Ward

Dimension Door

Freedom of Movement

Locate Creature

Sanguine Escape (+) 5th Level Antilife Shell

Blood Nova (+)

Contact Other Plane (r)

Contagion

Danse Macabre

Enervation

Greater Restoration

Hemoplague (+)

Legend Lore

Negative Energy Flood

Planar Binding

Scrying

Telekinesis

Teleportation Circle

(+) denotes Bloodmage signature spells and (r) denotes spells with the ritual tag (+) denotes Bloodmage signature spells and (r) denotes spells with the ritual tag

Bloodmage Signature Spells Blood Star 1st-level necromancy Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous You hurl a bolt of blood against a creature you can see within range. You take 1d4 necrotic damage and then make a ranged spell attack and on hit the target takes 3d10 necrotic damage.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 and you take an additional 1d4 necrotic damage for each slot level above 1st. Bloodwave 1st-level necromancy Casting Time: 1 action

1 action Range: Self (15-foot cube)

Self (15-foot cube) Components: V, S

V, S Duration: Instantaneous A wave of crimson blood sweeps out from you. You take 1d4 necrotic damage and each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 necrotic damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 and you take an additional 1d4 necrotic damage for each slot level above 1st. Crimson Blade 1st-level necromancy Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: V, M (a weapon)

V, M (a weapon) Duration: 1 minute As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and the target starts to bleed profoundly. The target takes 1d4 necrotic damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Medicine check to stop the bleeding. The bleeding also stops if the target regains any hit points. Vampiric Strike 1st-level necromancy Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V

V Duration: Concentration, up to 1 minute The first time you hit with a weapon attack during this spell's duration, your weapon glows in a dark red colour, and the attack deals an extra 1d8 necrotic damage to the target. Additionally you gain temporary hit points equal to the necrotic damage dealt by this spell, which last 1 hour.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Blood Curse 2nd-level necromancy Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (a drop of blood)

V, S, M (a drop of blood) Duration: 1 minute Choose up to three creatures that you can see within range. A target must make a Charisma saving throw. On a failed save a target takes 3d8 necrotic damage and is effected by this curse. While effected by this curse, a creature cannot regain hit points. On a succesful save the damage is halved and a target isn't effected by this curse.

A remove curse cast on a target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature for each slot level above 2nd. Detect Life 2nd-level divination (ritual) Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of every creature, that isn't a construct or an undead, within 30 feet of you. Creatures you sense this way, can be seen by you with a red glowing silhouette. You see this red glow even if the creature is invisible, making it as if the creature was visible to you.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Blood Lance 3rd-level necromancy Casting Time: 1 action

1 action Range: Self (30-foot line)

Self (30-foot line) Components: V, S, M (a drop of blood)

V, S, M (a drop of blood) Duration: Instantaneous A lance of blood forming a line 30 feet long and 5 feet wide blasts out from you in a direction you choose. You take 1d6 necrotic damage and each creature in the line must make a Dexterity saving throw. A creature takes 6d8 necrotic damage on a failed save, or half as much damage on a successful one. Withering Weapon 3rd-level necromancy Casting Time: 1 bonus action

1 bonus action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 1 hour You imbue a weapon you touch with dark necrotic energies. Until the spell ends, the weapon emits dark red colored dim light in a 5-feet radius. In addition, weapon attacks made with it deal an extra 2d6 necrotic damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6. Asphyxiate 4th-level necromancy Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S

S Duration: Concentration, up to 1 minute Choose a creature that you can see within range. The target must make a Strength saving throw. On a failed save, the target is restrained, cannot breathe and loses the ability to speak (preventing it from casting spells with a verbal component) for the duration. If it was concentrating on a spell, it also has to make a DC 20 Concentration check to maintain concentration. Until the spell ends, you can use your action on each of your turns to automatically deal 3d8 bludgeoning damage to the target as you slowly choke it to death. At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends on the target. Sanguine Escape 4th-level transmutation Casting Time: 1 reaction (which you can take, before you take any damage)

1 reaction (which you can take, before you take any damage) Range: Self

Self Components: V

V Duration: Instantaneous You and any equipment you are wearing are transformed into a pool of blood. While a pool of blood you are immune to any from of damage (avoiding the damage you were about to take) and you can immediately move up to 30 feet to an unoccupied space as part of this spell. After using that movement you revert back to your original form and take 2d6 necrotic damage. While a pool of blood, you can freely move through a creature's space. Blood Nova 5th-level necromancy Casting Time: 1 action

1 action Range: Self (30-foot radius)

Self (30-foot radius) Components: S, M (a drop of blood)

S, M (a drop of blood) Duration: Instantaneous You magically cut yourself and blood spills out of the wound, which then creates an expanding sphere of blood around you. You take 1d8 necrotic damage and each creature you choose within 30 feet of you must succeed on a Dexterity saving throw or take 8d8 necrotic damage. A creature that succeeds on its saving throw takes only half as much damage. Hemoplague 5th-level necromancy Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (a drop of your blood)

V, S, M (a drop of your blood) Duration: Concentration, up to 1 minute You magically cut yourself and blood spills out of the wound, which then flies to a point you choose within range and then explodes. You take 3d8 necrotic damage and each creature of your choice in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. On a failed save the target is also effected by this plague.

While a creature is effected by this plague it takes an extra 1d8 necrotic damage whenever it gets damaged by an attack or a spell. You also regain Hit Points equal to half the amount of this extra necrotic damage. At the end of each of its turns, a creature can make a Constitution saving throw. On a success, the spell ends on it.

Multiclassing Multiclassing Prerequisites Class Ability Score Minimum Bloodmage 13 Constitution and 13 Intelligence Multiclassing Proficiences Class Proficiences Gained Bloodmage None Extra Attack: The Crimson Alacrity feature doesn't give you an additional attack if you also have the Extra Attack feature.

Spell Slots: Add half your levels (rounded down) in the bloodmage class to the appropriate levels from other classes to determine your available spell slots.

Blood Manipulation and Antimagic Fields Antimagic fields can only partly suppress blood manipulation, due the strong innate bond to its user. As such the Awakened Blood, the Hemokinetic Armor and the Sanguine Weapon (its magical properties are suppressed through) are not effected by such a field. On the other hand if an ability requires finer magical control (like Grasping Blood, or sacrificing hit points) it is suppressed by an antimagic field. Credits: Creator: Created by Mallyx https://cdna.artstation.com/p/assets/images/images/003/340/434/large/bae-yamile-my.jpg?1472621465 made by bae yamile