Blood Mage

A stream of red emmanates from the hooded figure’s fingers. Tendrils wrap around his enemies as they run away in fear. “Booyahg! Booyahg!” they scream in terror, unable to understand what kind of magic this is.

The stranger gets stronger and stronger as the goblins die to his hand, their blood drained, their power absorbed.

This was just a trial run, he had the idea that he could do so much more… so much power literally on the tip of his fingers.

Red Magic

Similar to wizards in many ways, Blood Mages study and practice in order to obtain and perfect their magical powers.

Unlike wizards, they differ in their area of knowledge, and in how do they acquire said knowledge.

Wizards study Arcana, while Blood Mages study hemomancy, the art of controlling one’s own body, specially blood, in order to obtain magical powers.

Hemomancy is not as readily available as arcana, in fact its taboo and forbidden in many cultures and locations, so Blood Mages have to either be born in a place where it is not prohibited to practice (something particularly rare due to Hemomancy’s gruesome nature), find ancient writings of hemomancy (again pretty hard, given that most pantheons of gods agreed that destroying everything about it was the best idea), or make a pact with an eldritch power (which has obvious risks and complications).

Creating a Blood Mage

At the moment of making a Blood Mage is important to consider, how did they get those powers?

Generally someone gains them by studying and understanding their body to inhuman levels, and its such a rare occurence that you probably wouldn’t have many clues as to how to do it.

Did your character find ancient texts of people being capable of controlling their bodies? Is it a centuries-long family tradition? Did they bargain with a fiend to obtain this knowledge?

The way they discovered and studied their powers and the way they relate to them may alter your character in many significant ways.

Quick Build

You can quickly make a Blood mage by following these suggestions.

Firstly make Constitution your highest score, followed by Intelligence or Dexterity. Depending on your build you may want to replace either of Intelligence or Dexterity with Strength.

Finally, for background you can go with Acolyte or Haunted One, but Hermit is easy to make work too.

 

 

The Blood Mage
Level Proficiency Bonus Features Hemocraft Die Cantrips Known Spells Known Blood Curses Known
1 +2 Blood Magic, Hemotype 1d4 2 4
2 +2 Blood Maledict 1d4 2 5 1
3 +2 Hemotic Focus 1d4 2 6 1
4 +2 Ability Score Improvement 1d4 3 7 1
5 +3 Blood Control 1d4 3 8 2
6 +3 Hemotype feature 1d6 3 9 2
7 +3 Hemotic Focus Improvement, Scarlet Signature (4th level) 1d6 3 10 2
8 +3 Ability Score Improvement 1d6 3 10 2
9 +4 Scarlet Signature (5th level) 1d6 3 11 3
10 +4 Hemotype feature 1d6 4 11 3
11 +4 Scarlet Signature (6th level) 1d8 4 12 3
12 +4 Ability Score Improvement 1d8 4 12 3
13 +5 Hemotic Focus Improvement, Scarlet Signature (7th level) 1d8 4 13 4
14 +5 Hemotype feature 1d8 4 13 4
15 +5 Scarlet Signature (8th level) 1d8 4 14 4
16 +5 Ability Score Improvement 1d8 4 14 4
17 +6 Hemotic Focus Improvement 1d8 4 15 5
18 +6 Scarlet Signature (9th level) 1d10 4 15 5
19 +6 Ability Score Improvement 1d10 4 15 5
20 +6 Blood Overload 1d10 All All 5

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:
1d6 (or 4) + your Constitution modifier per Blood Mage level after 1st

Proficiencies

Armor:
None
Weapons:
Simple weapons
Tools:
None
Saving Throws:
Constitution, Intelligence
Skills:
Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

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

  • (a) a dagger or (b) a light crossbow and 20 bolts
  • (a) a dungeoneer’s pack or (b) a scholar’s pack
  • a component’s pouch
  • a potion of healing

Blood Magic

1st level Blood Mage feature

By studying and focusting, you learn to use your own vitality to power the arcane power, your spells are more powerful, but using them costs your own health.

Cantrips

You know two 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.

Bloody Spell Slots

As an Action or Bonus Action, you can reduce your Hit Points by an amount equal to one roll of your Hemocraft Die (as shown in the Hemocraft Die column of the Blood Mage table) to gain a Bloody Spell Slot, which you can then use to cast a spell you know from the Blood Mage Spell List.

If you reduce your hit points this way, you gain a Bloody Spell slot of a level equal to half the amount you reduced your Hit Points by (rounding down, minimum of 1st level).

 

 

For example, if you are a 6th-level Blood Mage, your Hemocraft die is 1d6. If you roll a 4, you reduce your Hit Points by 4, and gain a 2nd-level Bloody Spell Slot.

If rolling your Hemocraft Die this way would reduce you to 0 HP, it reduces you to 1 HP instead and you gain no spell slot.

You can create a number of Bloody Spell Slots per long rest equal to twice your Proficiency Modifier. When using a Bloody Spell Slot to cast a spell, you can’t use that spell slot again. You lose all Bloody Spell Slots when completing a Long rest.

Spells Known of 1st Level and Higher

At 1st level, you know four spells of your choice from the blood mage spell list.

The Spells Known column of the Blood Mage table shows when you learn more blood mage spells of your choice of 1st level or higher. The spells you learn must be of a level equal to or lower than half your blood mage level (rounding down, minimum of 1st 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 that you can learn.

Spellcasting Ability

Constitution is your spellcasting ability for your blood mage spells, so 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

Hemotype

1st level Blood Mage feature

Also, at the beginning of your journey as a Blood Mage, your blood acquires special properties, depending on what type of blood is it: Astral, Berzerk, ABsolute, or Open blood.

Your Choice of Hemotype grants you features at 1st, 6th, 10th and 14th level

Blood Maledict

2nd level Blood Mage feature

With enough training, you gain the ability to channel —or sometimes sacrifice— a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one Blood Curse of your choice (you can choose from the list made by Matt Mercer, or the expanded list on this module). You learn one additional blood curse of your choice at 5th, 8th, 11th, 15th, and 19th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.

Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your Blood Mage hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at 6th level, three times starting at 13th level, and four times starting at 17th level.

If a Blood curse says that creatures must make a saving throw, they make it against your Blood Mage Spell Save DC.

Hemotic Focus

3rd level Blood Mage feature

Eventually, you find a point when you cannot advance further without specialization. You can separate the molecules on your veins and concentrate on one type of them: Red Cells, White Cells, Plasma or Platelets, and they grant you special features when you do so.

These features are upgraded at 7th, 13th, and 17th level.

Ability Score Improvement

4th level Blood Mage feature

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.

Blood Control

5th level Blood Mage feature

As your control over your body magnifies, you can push yourself to your limits more easily.

A number of times per long rest equal to your Constitution Modifier, when you would roll your hemocraft die to reduce your HP and gain a Spell slot, you can treat the roll as the maximum possible.

 

 

Scarlet Signature

7th level Blood Mage feature

With more and more training, you can push your body to your limits, gaining a powerful spellcasting power.

After each long Rest, you gain a free 4th level Bloody Spell Slot, which you can use only to cast a blood mage spell. You must finish a long rest before you can do so again.

At higher levels, you gain more high-level spell slots: one 5th-level spell slot at 9th level, one 6th-level spell slot at 11th level, one 7th-level spell slot at 13th level, one 8th-level spell slot at 15th level, and one 9th-level spell slot at 18th level. You regain all uses of your Scarlet Signature when you finish a long rest.

Blood Overload

20th level Blood Mage feature

You automatically have all cantrips and spells from the blood mage spell list learned, as your instincts tell you how to damage others and protect yourself.

Additionally, whenever you would gain a bloody spell slot of 4th level or lower or higher by spending hit die or rolling your hemocraft die, you can choose to gain a bloody spell slot of one level higher instead. You can use this feature a number of times per long rest equal to your Constitution Modifier.

Hemotypes

Astral Blood

The Astral type of Blood is one of speed, of becoming a being of liquid power. Speed is the main focus, moving between the enemies, infiltrating, destroying them from their own lines.

Red Flash

1st level Astral Blood feature

You gain proficiency in Light Armor.

Additionally, your movement speed is increased by 10 feet while you are not wearing Medium or Heavy armor.

Blood Curse of the Vermillion Spirit

6th level Astral Blood feature

You begin to move like the wind, leaving behind you a red aura as you flash before your enemies Eyes… You gain the Blood Curse of the Vermillion Spirit for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse Improvement

10th level Astral Blood feature

As your expertise grows, so does your hexing power. Your Blood Curses now affect all creatures, regardless of if they have blood or not. Furthermore, you gain an additional use of your Blood Maledict after each Long Rest.

Liquid Body

14th level Astral Blood feature

Finally, you can transform all matter in your body into blood as an action, allowing you to gain resistance to all nonmagical damage, and you can add your Constitution modifier to any weapon or spell damage roll you make.

Additionally, you can’t be restrained or incapacitated while on this form, and you can cast an amplified version of your Blood Curse of the Vermillion Spirit once without reducing your HP and without spending a use of your Blood Maledict.

However, at the end of each of your turns while you are on this form, you reduce your HP by one roll of your Hemocraft Die, as you slowly drip out.

This transformation lasts for 1 minute, until you are reduced to 0 HP, or until you dismiss it as a Bonus Action.

Once you use this feature, you cannot do so again until you finish a long rest.

 

 

Berzerk Blood

The Berzerk blood type is one much more… physical. While other Hemotypes rely on cursing and casting spells, the Berzerk smashes head-on to the enemy, generally carrying big weapons on their hands.

Natural Talent

1st level Berzerk Blood feature

Beginning with this hemotype, you gain proficiency with one melee weapon of your choice.

Whenever you hit a creature with an attack made with that weapon, you can roll a hemocraft die. You reduce your hit points by the amount rolled, and deal extra damage with the attack equal to half that amount.

Extra Attack

6th level Berzerk Blood feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Blood Curse of Vampirization

10th level Berzerk Blood feature

You can cover your weapon in your own blood, this allows you to absorb vitality from those you attack. You gain the Blood Curse of Vampirization for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Adrenaline Surge

14th level Berzerk Blood feature

Lastly with this hemotype, your body becomes adept at handling pressure. You gain a bonus to initiative rolls equal to a roll of your hemocraft die.

Additionally, when you take damage from an attack, you may use your reaction to deal half the damage you took back at the attacker.

Once you use this feature, you cannot do so again until you finish a short or long rest.

 

 

ABsolute Blood

The ABsolute Blood Hemotype are generally sportsmen, champions in every competition. They need to have the most energy they can, because they can use not just blood to power themselves, but their energy, allowing them to heal more slowly and painfully, but to also reach farther than any other Hemotype.

Future Blood

1st level ABsolute Blood feature

When you discover this Hemotype, whenever you would make a roll of your Hemocraft Die (other than to create a Bloody Spell Slot), you can spend a hit Die to add or Substract (your Choice) 1 to the roll. This amount is increased to 2 when you reach 14th level.

Consume Energy

6th level ABsolute Blood feature

You can spend the energy you would use to rest to create Bloody Spell Slots instead.

As an Action or Bonus Action, you can spend your hit Die to create a bloody spell slot of a level equal to the amount of hit die you spent.

You cannot create a spell slot this way that’s of a level higher than one third of your blood mage level (rounding down).

For example, if you are an 8th level Blood Mage, you can spend up to 2 Hit dice to gain Bloody spell slots of level 2. If you are 12th level, you can spend up to 4 Hit dice to gain bloody spell slots of level 4, and so on.

Creating a spell slot this way also counts against the maximum amount of spell slots you can create per long rest.

Once you create a spell slot this way, you cannot do so again until you finish a long rest.

Additionally, you cannot create a spell slot of 6th level or higher this way.

Replace Maledict

10th level ABsolute Blood feature

You don’t learn more curses like other Hemotypes, instead at this point in your journey you learn other ways to amplify them.

You can spend 2 Hit Die to regain a use of your Blood Maledict feature. You can only regain a use of your Blood Maledict this way once per long rest.

Additionally, instead of reducing your Hit points when amplifying a Blood Curse’s effect, you can spend 2 Hit Die.

Thicker than Water

14th level ABsolute Blood feature

Finally, with your expertise, you can use your own blood as a focus for your blood mage spells.

You no longer require material components that lack a cost. If you cast a spell with materials that are consumed, you instead reduce your HP by a roll of your hemocraft die or spend a hit die.

Additionally, if you cast a spell that would deal damage to a creature, but that creature is resistant or immune to the damage type, you can reduce your HP by a roll of your hemocraft die or spend a hit die to overcome resistances and treat immunity as resistance instead.

 

 

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Open Blood

Finally, there’s the Open Blood. Exchange is their main motto, quid pro quo. They heal and take away life, they revive and they kill. The most common type of Blood Mage to have in a party, as long as that party is useful to their own purposes.

Universal Donor

1st level Open Blood feature

As an action, you can replenish the vitality of others nearby you at the cost of your own health.

You can reduce your HP by an amount equal to your Hemocraft Die, and all creatures of your choice within 30 feet of you are healed by the number rolled, spread equally among them.

Blood Curse of the Dark Arts

6th level Open Blood feature

You have become an expert at handling blood of other creatures, and you can control it even after death. You gain the Blood Curse of the Dark Arts for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Tireless

10th level Open Blood feature

Your body can adapt immediatly to almost any situation, allowing you to easily escape danger that would be deadly to most others.

If you end your turn Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned, you reduce your hit points by an amount equal to a roll of your Hemocraft die for each status condition that’s affecting you to end all of them at the end of your next turn.

Once you use this feature, you cannot do so again until you finish a long rest.

Universal Reciever

14th level Open Blood feature

As the power of your blood grows, you gain the capability to vampirize others near you.

As an Action, you can target one creature within 30 feet of you. That target must succeed on a Constitution Modifier against your spell save DC, or have its blood sucked from it.

It takes necrotic damage equal to a roll of your hemocraft Die, and you are healed by that amount.

If the target is killed by this effect, it is revived as a ghoul under your control as if under the effects of the Blood Curse of Dark Arts.

 

 

Hemotic Focus

Red Cells

The purpose of Red Cells is to carry nutrients, to fuel the entire body. Red Cells are a common thing attributed to Blood mage, since bonding to them is notably easy, the sharp red color of the blood allows for easy focus on them.

It is notable that even if they are called “Red” Cells, many species have cells of multiple colors, from blue, to green, to yellow, but red is shared by most species, so its the default name.

Red Hemomancy

3rd level Red Cells feature

When you begin to focus on red cells, whenever you would roll a Hemocraft Die, you can choose to instead roll 1d4 and some bonus. If your Hemocraft Die would be 1d6, you roll 1d4+1; if it would be a 1d8, you roll 1d4+2; and if it would be 1d10, you roll 1d4+3.

Nutrient Carrier

7th level Red Cells feature

By this point, you have a nearly endless supply of oxygen and nutrients.

You can stay underwater for a number of hours equal to your Constitution modifier before you need to go back into the surface, and you need half the usual food and water you’d normally need to survive.

Blood Curse of Unbleeding

13th level Red Cells feature

As you continue advancing in this specialty, you hone your hemocraft to resist damage you would take, as you reabsorb your own blood immediatly after it gets out. You learn the Blood Curse of Unbleeding. This doesn’t count against your number of blood curses known.

Seeing Red

18th level Red Cells feature

Beginning at 18th level, you become aware of all red cells in your blood, and its surroundings. You gain blindsight and truevision with a range of 60 feet.

Additionally, you can see and hear through any blood spilled from your body (such as by taking piercing or slashing damage) with a range of 30 feet. This effect does not apply to blood you spilled more than a week ago.

White Cells

Where Red Cells are carriers, White Cells are protectors. They get rid of impurities and sicknesses on the system, allowing for the body to work properly. Bonding with them requires to meditate, to feel safe and protected, and to trust in others to protect you.

Immune System

3rd level White Cells feature

When you achieve this Hemotic Focus, you gain resistance to Poison damage, and are immune to disease, as your entire body focuses on protecting you.

White Hemomancy

7th level White Cells feature

Your focus on White cells allows you to think about your hemocraft differently. Whenever you would roll a Hemocraft Die, you can choose to instead roll 1d6 and some bonus. If your Hemocraft Die would be 1d8, you roll 1d6+1; and if it would be 1d10, you roll 1d6+2

Improved Immunity

13th level White Cells feature

You are now Immune to poison, cannot be charmed or frightened, and magic cannot put you to sleep, as the defenses on your body now also affect your mind.

Leukocytosis

18th level White Cells feature

The white cells in your body accumulate, maybe giving you a permanently pale skin tone and making your blood a light pink instead of red. The resistances built up on your body become supernaturally powerful.

Choose one of the following damage types: Fire, Cold, Acid, Lightning, Psychic, Necrotic or Radiant. You are immune to that damage type.

Additionally, whenever you would make a constitution saving throw, you can add a +4 to the number you rolled, in addition to other bonuses you may have.

 

 

Platelet

Platelets. They got the job of solidifying when a wound is open, this gives the body protection from external infections, and from further damage, allowing for faster healing.

To bond with Platelets one must not move for hours, meditating, standing still and feeling the bloodflow, this allows the platelets to expand from small, inconspicuous cells to a big, hard and protective carrapace, like having a million shields inside your body.

Hardened Veins

3rd level Platelets feature

While you are not wearing any armor, your veins solidify in a protective membrane around your skin. Your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Greater Focus

7th level Platelets feature

As you progress and more patelets infest your bloodflow, your body hardens and becomes more resistant to pain, you gain advantage on saving throws to maintain concentration on spells.

Tough Hemomancy

13th level Platelets feature

From this point onwards, whenever you would roll a Hemocraft Die, you can choose to instead roll 1d8 and some bonus. If your hemocraft die would be 1d10, you roll 1d8+1.

Impenetrable

18th level Platelets feature

Lastly, at the peak fo this specialization, your body hardens when under stress. When you would make a dexterity saving throw, you can roll your hemocraft die and add half the number rolled to the saving throw.

You can use this feature a number of times per long rest equal to your Constitution Modifier.

Additionally, you gain resistance to nonmagical piercing, slashing and bludgeoning damage.

Plasma

Finally, Plasma is the liquid inside the blood, it normally has a bright yellow color, and it allows other molecules to flow properly. Plasma serves as a support for other things, and allows them to flow even better than usual.

Advanced Curses

3rd level Plasma feature

Starting at when you gain this Hemotic Focus, from 3rd level onward, when you would cast a Blood Curse, you can cause the amplified effects without reducing your Hit points.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Spiritual Projection

7th level Plasma feature

Your connection with the plasma in you allows you to control it as if it was a separate entity. You can release part of your blood to act as a companion in battle.

You learn the spell Summon Aberration, and can cast it at 4th level without spending a spell slot, and if you do, the Aberrant Spirit Summoned can also be a Plasmatic Spectre.

A Plasmatic Spectre gains the following Actions:

  • Cast Spell. You can use a Bloody Spell slot to order the Spectre to cast a spell you have learned at that slot’s level.

  • Absorb Health. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 7 slashing damage. If the target is a creature, then the Aberrant Spirit is healed by an ammount equal to half the damage dealt.

If you cast Summon Aberration without spending a spell slot this way, you cannot do so again until you finish a long rest.

Blood Curse of Viscosity

13th level Plasma feature

With more and more focus on this specialty, your skills with the dark arts increase, you hone your hemocraft to create viscous fluid, incresing the plasma inside your opponent’s veins. You gain the Blood Curse of Viscosity for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Plasmatic Hemomancy

18th level Plasma feature

At the peak of this class, whenever you would roll a Hemocraft Die, you can choose to instead roll 2d4 and some bonus. If your hemocraft die would be 1d10, you roll 2d4+1.

 

 

Blood Mage Spell List

Cantrips (0 Level)
  • Acid Splash
  • Cause Bleed
  • Chill Touch
  • Green-Flame Blade
  • Guidance
  • Gust
  • Poison Spray
  • Sapping Sting
  • Shape Water
  • Spare the Dying
  • True Strik
1st-Level
  • Arms of Hadar
  • Color Spray
  • Create/Destroy Water
  • Cure Wounds
  • Detect Poison and Disease
  • Dissonant Whispers
  • Exanguinate
  • False Life
  • Grease
  • Hunter’s Mark
  • Inflict Wounds
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Silvery Barbs
2nd-Level
  • Arcane Lock
  • Alter Self
  • Bleed & Absorb
  • Blindness/Deafness
  • Borrowed Knowledge
  • Cloud of Daggers
  • Darkness
  • Darkvision
  • Gentle Repose
  • Enhance Ability
  • Hold Person
  • Immovable Object
  • Lesser Restoration
  • Phantasmal Force
  • Protection from Poison
  • Ray of Enfeeblement
  • Spider Climb
  • Warding Bond
3rd-Level
  • Animate Dead
  • Catnap
  • Dispel Magic
  • Fear
  • Feign Death
  • Fly
  • Gaseous Form
  • Haste
  • Life Transference
  • Remove Curse
  • Speak with Dead
  • Spirit Guardians
  • Summon Undead
  • Tongues
  • Vampiric Touch
  • Wall of Water
4th-Level
  • Arcane Eye
  • Blight
  • Compulsion
  • Confusion
  • Control Water
  • Death Ward
  • Grasping Vine
  • Hallucinatory Terrain
  • Locate Creature
  • Mordenkainen’s Faithful Hound
  • Phantasmal Killer
  • Shadow of Moil
  • Sickening Radiance
  • Vitriolic Sphere
  • Watery Sphere
5th-Level
  • Antilife Shell
  • Contagion
  • Control Pressure
  • Danse Macabre
  • Destructive Wave
  • Enervation
  • Negative Energy Flood
6th-Level
  • Circle of Death
  • Create Homunculus
  • Eyebite
  • Harm
  • Magic Jar
  • Soul Cage
7th-Level
  • Draconic Transformation
  • Finger of Death
  • Power Word Pain
  • Regenerate
  • Symbol
  • Tether Essence
8th-Level
  • Abi-Dalzim’s Horrid Wilting
  • Antimagic Field
  • Clone
  • Maddening Darkness
  • Tsunami
9th-Level
  • Blade of Disaster
  • Imprisonment
  • Power Word Kill
  • True Resurrection

Cause Bleed

Necromancy Cantrip

Casting Time:
1 action
Range:
30 Feet
Components:
V, S
Duration:
1 minute

You can target a creature you can see within range. It must succeed on a Constitution saving throw or take 1d4 Necrotic damage, as its blood begins to pour out, or taking no damage at all on a successful save.

On each of your following turns for the duration, you can use a Bonus Action to repeat this process. The spell ends early if you don’t use your Bonus Action for this during your turn, or if the Creature succeeds on the Saving Throw.

A creature without blood is unaffected by this cantrip.

The damage the creature takes increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).

Exanguinate

1st-Level Evocation

Casting Time:
1 action
Range:
30 Feet
Components:
V, S, M (a dagger, which is consumed)
Duration:
Instant

You target a creature within range, and a big slice appears on his body, damaging it, as the dagger used for the spell breaks.

The creature must succeed on a Constitution saving throw, taking 2d6 Necrotic damage on a failed save, half as much on a successful one, or no damage at all if it doesn’t have blood.

Additionally, if this deals damage equal to half the creature’s maximum Hit Points or more, the creature takes 1 level of Exhaustion, as it cannot move its body without enough blood.

At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage dealt to the creature increases by 1d6 for every spell slot level above 1st.

 

 

Bleed & Absorb

2nd-Level Necromancy

Casting Time:
1 action
Range:
30 Feet
Components:
V
Duration:
Concentration, up to 1 minute

You target 1 creature within range, and its life energy is sapped, abandoning them and going towards you.

At the start of each of its turns for the duration, the creature must succeed on a Constitution Saving throw or take 2d6 Necrotic damage, healing you for half as much damage.

On a successful save, the creature takes half as much damage that turn, and you are not healed.

If the creature leaves the range of the spell, the spell ends.

A creature without blood is unaffected by this spell.

At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, the damage dealt to the creature increases by 1d6 for every 2 spell slot levels above 2nd.

Control Pressure

5th-Level Transmutation

Casting Time:
1 action
Range:
30 Feet
Components:
S
Duration:
Concentration, up to 1 Hour

A creature of your choice has its blood moving faster and faster, until its heart cannot keep up with it, failing and possibly killing the creature.

You target 1 creature you can see within range. You can end this spell at any point to force it to make a special Constitution saving throw, taking 16d8 necrotic damage on a successful save, or just 1d8 damage on a successful one.

The DC to this spell is not equal to your Spell save DC, instead it starts at 1, and is increased by your Spellcasting Ability Modifier for every 10 minutes you spend concentrating on the spell.

If during this time you lose concentration or the creature exits the spell’s range, the spell ends and the creature takes no damage.

A creature without blood is unaffected by this spell.

At Higher Levels:
When casting this spell using a spell slot of 5th level or higher, the rate at which the DC gets higher is increased by 1 point every 10 minutes per slot level above 4th.

Blood Curses

Blood Curse of Arcane Amnesia

As an action, you can use your power over your opponent’s blood to cut the flow of oxygen to its brain, making it harder to focus on arcane powers.

Make a roll of your Hemocraft Die, the next time before your next turn the creature would roll a spell attack, or another creature would make a Saving throw against its spells, substract the number on your hemocraft die from the creature’s Attack modifier or Save DC, respectively.

Amplify. You can also substract the number on your Hemocraft Die to a roll the creature makes against a Saving Throw of a spell you make.

Blood Curse of Boiling

You can force the blood of a creature you can see within 60 feet to bubble and boil. The creature takes fire damage equal to two rolls of your hemocraft die.

Amplify. Fire damage taken this way ignores resistance to fire damage, and if the creature is immune to fire damage, it takes half damage instead.

Blood Curse of the Dark Arts

Prerequisite: 6th level

When you kill a creature with a Blood Mage Spell, you can revive it as a Ghoul as an Action. The Ghoul obeys your verbal commands and takes its actions immediatly after you.

The Ghoul will remain loyal to you for 8 hours, at which point the magic will dissipate and the ghoul will die once again.

You can control a number of Ghouls at the same time equal to half your proficiency modifier.

Amplify. When you revive a Ghoul this way, it gains a Bonus to their Armor Class, Attack Rolls or Damage Rolls (your choice for each Ghoul) equal to the number rolled to Amplify this Blood Curse, and a bonus to its Hit Point Maximum equal to your Blood Mage Level.

Blood Curse of the Hypnotist

Prerequisite: 18th level

As an action, you point towards a creature you can see within 30 feet of you, you can change the chemicals in the target’s body, making it feel happy and relaxed.

The target must succeed on a Wisdom saving throw, becoming charmed by you until the end of your next turn on a failed save, and regarding you and your companions as friends.

If the target takes damage before the end of your next turn, it immediatly breaks out of the effect.

Amplify. You roll on your Hemocraft die, and the target now is charmed by that many turn, instead of until the end of your next turn. It still immediatly breaks out if taking any damage.

 

 

Blood Curse of Smite

As a reaction when you hit a creature with a melee attack, you can force the blood inside that creature to flow outwards, dealing an additional 2d8 damage.

Amplify. You can spend a Bloody spell slot to deal an additional 1d8 damage per level of the spell slot.

Blood Curse of Unbleeding

Prerequisite: 13th level

As a reaction when you take damage, you can roll your hemocraft die, and you are healed by the amount rolled.

Amplify. If you take damage from a creature, then the creature takes Necrotic damage equal to the amount you are healed by this Blood Curse.

Blood Curse of Vampirization

Prerequisite: 10th level

As a Bonus Action, you can cover a melee weapon you are proficeint with with your blood, and for the next turn, you are healed by half the damage you deal with weapon attacks.

Amplify: You roll your Hemocraft Die, and this effect now lasts for an amount of turns equal to half the number rolled instead of 1.

Blood Curse of Viscosity

Prerequisite: 13th level

As a Bonus action, you can attempt to solidify creatures within 30 feet of you. All creatures of your choice that have blood inside that range must succeed on a Constitution Saving Throw or have all of its movement Speeds reduced by 10 feet for 1 minute, or half as much on a successful save.

Amplify. The movement speeds of creatures you target with this curse are halved instead.

Blood Curse of the Vermillion Spirit

Prerequisite: 6th level

As a free action, you can make one roll of your Hemocraft Die. You can Dash, Disengage or Hide as a Bonus Action for an amount of turns equal to the number rolled, as you move faster than the eye can see.

Amplify. You can also Dodge as a Bonus Action for 1 Round after you Activate this effect.

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