Pronunciation: vih-TAL-ee-yer \ˌvɪˈtæliːɜːr\

quick summary

The Vitallier is a Constitution-based full-caster, who casts from their own vitality. Instead of using spell slots, each spell a Vitallier casts reduces their current and maximum hit points by the level of that spell – casting a 3rd-level Fireball spell would cost 3 HP and reduce the character's max. HP by 3.

This gives the Vitallier tremendous flexibility in choosing which spells to cast – they are not limited by a finite number of spell slots, and can continue casting as long as they have HP.

The class is not without its drawbacks however: higher-level spells are far less cost-effective, and though they may have a huge amount of HP to start with, a Vitallier targeted by enemies can find themselves losing HP very quickly.

  • CON-based full caster
  • No spell slots; spells cost HP instead
  • No cantrips (conditional access through subclass)
  • No rituals
  • Subclasses:
    • Edge Lord: Melee weapon + cantrip specialist
    • Resourcerer: Additional uses for HP



If you allow your players to multiclass as a Vitallier, they should abide by the following restrictions:

  • Similar to the Warlock, you should not count Vitallier levels for the purpose of the Spellcasting Level table on PHB 165.
  • Unlike a Warlock's Pact Magic, you cannot cast vitallier spells with spell slots gained from another class, and you cannot use your Blood Magic feature to cast spells gained from another source.
  • The total level of all vitallier spells cast between long rests is limited by CON modifier and Vitallier level, as shown in the Multiclass Spellcasting table below.
    For example, a multiclass character including 3 Vitallier levels with a +4 constitution modifier can cast vitallier spells up to a total spell level of 18. This could be eighteen 1st-level spells, nine 2nd-level spells, or any combination in-between.

If your Hit Points fall below your character level, you are unable to concentrate on spells. Any spell you are concentrating on ends as though you had failed a concentration check.

No material costs?

Blood-Casting: Hit Point Cost
Spell Level Hit Point Cost Reduction to Max. HP
1st 1 1
2nd 2 2
3rd 3 3
4th 4 4
5th 5 5
6th 6 6
7th 7 7
8th 8 8
9th 9 9










Multiclass Spellcasting
Spell Limit
(+3 CON)
Spell Limit
(+4 CON)
Spell Limit
(+5 CON)
1st 5 6 7
2nd 10 12 14
3rd 15 18 21
4th 20 24 28
5th 25 30 35
6th 30 36 42
7th 35 42 49
8th 40 48 56
9th 45 54 63
10th 50 60 70
11th 55 66 77
12th 60 72 84
13th 65 78 91
14th 70 84 98
15th 75 90 105
16th 80 96 112
17th 85 102 119
18th 90 108 126
19th 95 114 133


A leather-clad dwarf kneels beside his wounded comrade, life force playing around his fingertips. Losing it will be painful, but right now she needs it more.

Teeth clenched against the pain, a portly young halfling draws upon her power. The magic swells inside her, leaping from outstretched fingers as a bolt of purest lightning.

Golden hair flashing in the sun, a slender human dances into the fray. Eyes fixed on blade, he grins triumphantly as it draws the first glittering thread of the blood that will fuel his magic.

Where other practicioners draw their magic from gods, demons, arcane rituals or some innate gift, a vitallier draws only upon their own life force, that animating magic that resides within all creatures. This innate connection—the 'vitallier's gift'—is passed through bloodlines as old as the world itself. In theory, others less sensitive could learn the art... but even for magic, few are willing to pay such a price.

The Magic of Life Itself

There is magic within all creatures, that animating force that separates the living from mere matter. A vitallier can use that magic, wield it as tool or weapon, but not without cost. Never without cost.

As a vitallier expends their magic, it wounds them, sapping their very life force and taking days or weeks to recover. While a vitallier lives, there will always be more magic at their disposal, but every spell they cast brings them closer to the grave.

Masters by Necessity

Natural-born vitalliers are a rare breed, and rarer still those who would seek out this form of magic. There are easier and less painful paths to power. There are certainly paths less dangerous.

But for some, there can be no choice. When times are hard, when the world demands more of a people than they have to offer, a vitallier may emerge from among them; one who would sacrifice a part of themselves so others don't have to.

Most, when their trials are done, gratefully return to their lives and refuse to draw on their powers again except in the direst of circumstances. Some, however, turn to adventuring, taking upon themselves the burdens of others across the land – because they can, because someone must, because it would kill another. Some adventure for coin, bearing the pain so their children may one day be free of it. And then, of course, there are those who simply revel in combat – those for whom it hardly matters where the blood comes from, just so long as some is spilt.

Creating a Vitallier

As you create a vitallier, consider how you came to develop and refine your power. Was it discovered in a time of desperate need, an instinctive outburst that saved you or someone else from peril? Are you simply the latest in a long line of blood-mages?

Once you came into your power, was it painstakingly practiced under the watchful eye of a mentor, or did you explore your abilities yourself? Did progress seem to come naturally, or did you have to work long and hard to expand your capabilities?

How do you feel about your gift? Do you revel in the power it brings, or is it something you use only when necessary? Do you use your magic openly, or is it something you prefer to hide?

Quick Build

You can make a vitallier quickly by following these suggestions. First, make Constitution your highest ability score, followed by Dexterity. Second, choose the hermit background. Third, choose the Blade Ward, Bloodcraft, Poison Spray, and Shocking Grasp cantrips, along with the following 1st-level spells: Charm Person, Drain, Sleep, and Thunderous Smite.

The Vitallier
Level Proficiency
Features Spells
Spell Level
1st +2 Vitallier Archetype, Spellcasting 4 1st
2nd +2 Bloodcraft 4 1st
3rd +2 Vitallier Archetype feature 5 2nd
4th +2 Ability Score Improvement 6 2nd
5th +3 Fluid Vitality, Purify Blood 7 3rd
6th +3 Vitallier Archetype feature 8 3rd
7th +3 Drain 9 4th
8th +3 Ability Score Improvement 10 4th
9th +4 Clotting Factor 11 5th
10th +4 Vitallier Archetype feature 12 5th
11th +4 Higher Magic (6th level) 12 5th
12th +4 Ability Score Improvement 12 5th
13th +5 Higher Magic (7th level) 12 5th
14th +5 Ageless Body, Vitallier Archetype feature 13 5th
15th +5 Higher Magic (8th level) 13 5th
16th +5 Ability Score Improvement 13 5th
17th +6 Higher Magic (9th level) 13 5th
18th +6 Vitallier Archetype feature 14 5th
19th +6 Ability Score Improvement, Unfettered Magic (6th level) 14 6th
20th +6 Unfettered Magic (7th, 8th, & 9th levels) 14 9th

Class Features

As a vitallier, you gain the following class features.

Hit Points

Hit Dice: 1d8 per vitallier level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per vitallier level after 1st


Armour: Light armour, medium armour
Weapons: Simple weapons, martial weapons
Tools: None

Saving Throws: Constitution, Charisma
Skills: Choose two from Deception, Insight, Intimidation, Medicine, Nature, and Sleight of Hand


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

  • a dagger
  • (a) a component pouch or (b) a simple melee weapon that deals piercing or slashing damage
  • leather armour
  • (a) a scholar's pack or (b) an explorer's pack


There is no greater magic than life itself, and you can harness the force that flows through your veins to fuel magic of your own. See chapter 10 of the Player's Handbook for the general rules of spellcasting and Appendix A of this document for the vitallier spell list.


Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you cast directly from your own life force, represented by your hit points. When you cast a vitallier spell, reduce both your current hit points and your hit point maximum by the level at which the spell is cast.

Your hit point maximum is reset following a long rest.

The Maximum Spell Level column of the Vitallier table show the highest level at which you can cast spells.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the vitallier spell list.

The Spells Known column of the Vitallier table shows when you learn more vitallier spells of your choice. Each of these spells must be of a level at which you can cast, as shown by the Maximum Spell Level column. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the vitallier spells you know and replace it with another spell from the vitallier spell list, which also must be of a level at which you can cast.

Spellcasting Ability

Constitution is your spellcasting ability for your vitallier spells, since the power of your magic comes directly from your life force. You use your Constitution whenever a vitallier spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a vitallier 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 a dagger or similar bladed weapon as a spellcasting focus for your vitallier spells.

Vitallier Archetypes

Choose an archetype, a specialisation that informs the way you fight and use your magic: Edge Lord or Resourcerer, both detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level and again at 3rd, 6th, 10th, 14th and 18th level.


From 2nd level, you can use your action to create one of the following effects within 30 feet:

  • Clean or staunch a bleeding wound.
  • Cause flames to change colour or shape for 1 minute.
  • Turn up to 1 cubic foot of water to blood, or 1 cubic foot of blood to water.
  • Your eyes or skin glow blood-red for 1 minute.
  • Create an instantaneous, harmless sensory effect, such as a brief shower of rain, a puff of wind, the sound of footsteps, or the smell of ichor.

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 two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Fluid Vitality

Beginning at 5th level, your control over your life force is strong enough to fool others. You can spend a minute to change your appearance, appearing to be weak and frail or hearty and in good health. You may appear as old as twice or as young as half your age. Your hair may grow or recede, become grey or more vibrant, though you cannot change other aspects of its appearance.

When targeted by an effect that reveals information about your health, you may choose any number: the effect perceives you as though you had that number of hit points remaining.

As a result, you are immune to magical effects that only work on creatures with a certain number of hit points or fewer, such as the spell Sleep.

Purify Blood

Also at 5th level, you learn to cleanse your blood of impurities and ailments. As an action, you can end the effects of any poison or disease affecting you.


When you reach 7th level, you learn to use the vitality of another to replenish your own. As an action, you can touch a creature. The target takes necrotic damage equal to your level, and you regain hit points equal to the necrotic damage dealt. If this would exceed your maximum hit point limit, gain the remainder as temporary hit points.

Additionally, the shock of being drained prevents the target from taking a reaction until the start of its next turn.

Clotting Factor

By the time you reach 9th level, your wounds staunch themselves, even when you are unconscious. You automatically succeed on all death saving throws, though taking damage at 0 hit points causes you to fail death saving throws as normal.

Higher Magic

At 11th level, you devise a method of casting more taxing spells. You learn all 6th level spells from the vitallier spell list, and these do not count towards your spells known.

Once per long rest, you may cast a spell at 6th level, expending hit points and reducing your maximum hit points as normal.

At higher levels, you are capable of casting even more powerful spells: 7th-level spells at 13th level, 8th-level spells at 15th level, and 9th-level spells at 17th level. You learn all the vitallier spells for the corresponding levels.

Ageless Body

Once you reach 14th level, your control over your life force is strong enough that you no longer age. If you choose, you can even grow younger, your body renewing itself over the years just as others' deteriorate.

Additionally, you no longer need to breathe.

Unfettered Magic

When you reach 19th level, you are able to cast spells at 6th level more than once per long rest. You still expend hit points and reduce your maximum hit points as normal.

At 20th level, this ability extends to casting spells at 7th level, 8th level, and 9th level.

Vitallier Archetypes

Vitalliers directly harness their own life force, manipulating and expending it to realise their will. The will to be realised, however, varies from practicioner to practicioner – vitalliers use their powers for different purposes. Your choice of archetype is a reflection of your approach to combat; a skillset you have spent time developing.

Edge Lord

Life is a game, you've learned: you win, or you die. And as in any game, the victor is the one who uses all the tools at their disposal, the one who has mastered all weapons.

The mastery is that breaking and blending of metals and magic to one singular purpose, the outlook that everything can be used in the fight, that everything is a weapon. There is magic in blood, and to waste it when spilled would be to throw that weapon aside.

Edge Lords use it.

Life Sabre

At 1st level, you learn to extend your life force into your weapon, treating it as an extension not just of your arm, but of your very soul. Choose a weapon that you are proficient with. When you attack with this weapon, you can use your Constitution modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can transfer this ability to a different weapon at the end of a short rest.

Combat Cantrips

When you reach 3rd level, you learn to cast simple magics from freshly-spilled blood.

Cantrips. You learn two edge lord cantrips of your choice from the list in Appendix A of this dicument, and one more of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new edge lord cantrip, you can also replace one edge lord cantrip you know with a different one.

Combat Casting. You lack the magical training to use these cantrips as other classes would – ignore their listed casting times. Instead, when you take the Attack action on your turn and injure a creature, you can cast one of your edge lord cantrips as a bonus action.

Close Combat Casting

Also at 3rd level, you learn to use your magic confidently, even while embroiled in close combat. Being within 5 feet of a hostile creature no longer imposes disadvantage on your ranged spell attack rolls.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


At 10th level, you learn to harness the burst of vitality released when a creature dies before the end of its natural life. When a medium or larger creature dies within 15ft of you, you can use your reaction to regain a number of hit points equal to twice your Constitution modifier.

Matador Step

By the time you reach 14th level, you are skilled in predicting and manipulating the movement of your enemies. On your turn, you can use your reaction to swap positions with a hostile creature within 5 feet of you, and gain advantage on all attack rolls against that enemy for the rest of your turn. Matador Step costs no movement, and does not trigger opportunity attacks.

Rapid Casting

Starting at 18th level, when you take the Attack action and injure a creature, you can use your bonus action to cast a spell with a normal casting time of 1 action.


Life is a game, you've learned: you win, or you die. And as in any game, the victor is the one who understands all the tools at their disposal, the one who understands their method.

The method is that taking and bending of materials and people to one singular purpose, the outlook that everything can be used in the fight, that everything is a resource. And though you might be fighting solely to protect it, your life is a resource.

Resourcerers use it.


When you choose this archetype at 1st level, you learn how to transfer your life force directly into others. As a bonus action, you can touch a creature and transfer any number of hit points to it, reducing your current hit points by the same amount.

Subclass Spells

Through careful exploration, you learn more ways to use your blood. At 3rd, 5th, 7th, and 9th level you gain access to additional spells. These spells do not count against your number of spells known.

Vitallier Level Extra Spells
3rd enhance ability, gentle repose
5th feign death, vampiric touch
7th aura of purity, death ward
9th contagion, enervation


At 6th level, you learn to empower your magic at the cost of vitality. Once per turn when you injure a creature, you can sacrifice a number of hit points up to twice your character level. Add them to the attack or spell as force damage. If multiple creatures were injured simultaneously, the damage is applied in full to each affected creature.

Supreme Focus

Beginning when you reach 10th level, your concentration is extremely difficult to break. When you fail a concentration save, you can choose to succeed instead. If you do so, your grasp on your life force wavers momentarily. Reduce your current hit points and your hit point maximum by the difference between your roll and the save DC.

Iron Will

From 14th level, your magic is difficult to resist. When you cast a spell that forces an enemy to make a saving throw against your spell save DC, you can reduce your hit point maximum by any number to raise the save DC by the same amount. This must happen before the die roll.

Sympathetic Vitality

When you reach 18th level, you learn to provoke a sympathetic reaction in the life force of others, causing changes in their vitality that mirror your own. When you take damage or receive healing, you can use your reaction target a creature within 15 feet: the creature loses or regains half as many hit points as you did.

Appendix A: Vitallier Spell List

​* new spell, see Appendix B

– (Edge Lord only)
  • Acid Splash
  • Blade Ward
  • Chill Touch
  • Poison Spray
  • Primal Savagery
  • Raise Mound *
  • Ray of Frost
  • Repel *
  • Shocking Grasp
  • Thorn Whip
  • Thunderclap
  • True Strike
1st Level
  • Animal Friendship
  • Bane
  • Bless
  • Burning Hands
  • Cause Fear
  • Charm Person
  • Compelled Duel
  • Detect Magic
  • Detect Poison & Disease
  • Dissonant Whispers
  • Earth Tremor
  • Ensnaring Strike
  • Expeditious Retreat
  • Heroism
  • Inflict Wounds
  • Magic Missile
  • Purify Food & Drink
  • Ray of Sickness
  • Siphon *
  • Tasha's Hideous Laughter
  • Thunderous Smite
  • Thunderwave
  • Wrathful Smite
2nd Level
  • Aganazzar's Scorcher
  • Alter Self
  • Blindness/Deafness
  • Branding Smite
  • Calm Emotions
  • Detect Thoughts
  • Enhance Ability
  • Force Field *
  • Gentle Repose
  • Gust of Wind
  • Hold Person
  • Knock
  • Lesser Restoration
  • Locate Animals or Plants
  • Luminol *
  • Magic Weapon
  • Mind Spike
  • Phantasmal Force
  • Ray of Enfeeblement
  • Shatter
  • Suggestion
  • Warding Wind
3rd Level
  • Bestow Curse
  • Blinding Smite
  • Catnap
  • Create Food & Water
  • Dispel Magic
  • Fear
  • Feign Death
  • Haste
  • Lightning Bolt
  • Life-Bind *
  • Plant Growth
  • Sending
  • Speak with Dead
  • Tiny Servant
  • Vampiric Touch
4th Level
  • Aura of Purity
  • Blight
  • Charm Monster
  • Compulsion
  • Death Ward
  • Dominate Beast
  • Fabricate
  • Grasping Vine
  • Immortality Field *
  • Locate Creature
  • Otiluke's Resilient Sphere
  • Polymorph
  • Staggering Smite
  • Stone Shape
5th Level
  • Cone of Cold
  • Contagion
  • Creation
  • Destructive Wave
  • Dominate Person
  • Dream
  • Enervation
  • Far Step
  • Flame Strike
  • Hold Monster
  • Holy Weapon
  • Immolation
  • Negative Energy Flood
  • Scrying
  • Steel Wind Strike
  • Synaptic Static
  • Wall of Force
6th Level
  • Chain Lightning
  • Disintegrate
  • Flesh to Stone
  • Heal
7th Level
  • Finger of Death
  • Mordenkainen's Sword
  • Power Word Pain
  • Regenerate
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Dominate Monster
  • Earthquake
  • Feeblemind
9th Level
  • Power Word Heal
  • Power Word Kill
  • Psychic Scream
  • True Polymorph

Appendix B: New Vitallier Spells

Force Field

2nd-level abjuration

  • Casting Time: 1 reaction, taken when a creature within range takes damage
  • Range: 15 feet
  • Components: S
  • Duration: Instantaneous

A shimmering barrier of magical force surrounds the target, absorbing the damage they would have taken. Instead, you take half as much damage, applying your own resistances and vulnerabilities, and reduce your hit point maximum by the same amount.

Immortality Field

4th-level abjuration

  • Casting Time: 1 action
  • Range: Self (15 foot radius)
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

You exude an aura around you with a radius of 15 feet. When a creature within the radius would be reduced to 0 hit points, it is instead reduced to 1 hit point. Any remaining damage is taken by you instead.

If you take damage that would reduce you to 0 hit points while under the effect of this spell, you are instead reduced to 1 hit point, and your hit point maximum is reduced to 1. The spell then ends.


3rd-level enchantment

  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

You bind your vitality to that of another creature within range. For the duration, any damage taken by either you or the target is also taken by the other. Any healing is likewise mirrored.

If this spell ends as a result of taking damange and failing the resulting concentration check, this damage is still applied to the life-bound creature.


2nd-level evocation

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

For the duration, you can sense the presence and location of blood and living creatures within 60 feet of you. They appear a glowing, ghostly blue, even if invisible or otherwise hidden. Although you can see each creature's size and form, the glowing auras are not detailed enough to recognise individuals.

These glowing shapes appear through most barriers, but are blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


Evocation cantrip

  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

One Large or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 10 feet away from you.

Raise Mound

Evocation cantrip

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You can raise a 5ft mound of loose or packed earth within range. It remains for the duration, providing three-quarters cover. When the spell ends, the mound collapses, turning its space into difficult terrain.


1st-level necromancy

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

A thin wisp of white light connects you to your target. Make a ranged spell attack against that creature. On a hit, your target takes 1d6 necrotic damage, and you regain the same number of hit points. On each of your turns for the duration, you can use a bonus action to deal 1d6 necrotic damage to the target automatically, healing the same amount. The spell ends if you use your bonus action to do anything else, if the target is ever outside the spell's range, or if it has total cover from you.

If the spell ends as a result of your concentration being broken, the spell momentarily reverses flow before being severed. Take 1d6 necrotic damage, and your target heals the same amount.

Paralysing Touch

3rd-level evocation

  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 1 minute

Making contact with a creature's bare skin, you deaden its pulse and cause its muscles to seize. The target must succeed a Constitution saving throw or be paralysed and fall prone. Each time the target takes damage, it can repeat this saving throw, ending the spell on a success. For the duration of the spell, if you are unable to touch the creature at least once each round, the spell also ends at the end of your turn.

This spell has no effect on constructs, elementals, or oozes.

Appendix B: New Vitallier Spells, cont.

Aura of Sluggishness / Sap Strength

3rd-level necromancy

  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: S
  • Duration: Concentration, up to 1 minute

An energy-sapping aura radiates from you. Until the spell ends, the aura moves with you, centred on you. Each other creature within the aura has its speed halved, moves as though through difficult terrain, and has disadvantage on Strength and Dexterity saving throws.


Nth-level evocation

  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

An invigorating aura radiates from you. Until the spell ends, the aura moves with you, centred on you. Each creature within the aura, including you, has advantage on all saving throws, and attacks against them are made at disadvantage.

Fleshcraft (only if differentiated from Alter Self)

Arkash's Fleeting Revival

2nd-level necromancy

  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You touch a dead creature which has been dead no more than a year, imbuing it with a measure of your own vitality. If the creature's soul is free and willing, it is returned to life until the spell ends, with a number of hit points equal to half your normal hit point maximum. Reduce your current and maximum hit points by the same amount.

This spell heals all wounds, restores any missing body parts, neutralises any poison and cures any disease affecting the creature at the time of its death.

When the spell ends, the creature dies.

Invisible Notes Page

## Notes

Blood Test: "...when you injure a creature *that has less than half its hit points remaining ... if you target a creature with more than half its hit points remaining, you learn nothing*"?

#### well-suited races
Dwarf, Mountain: Medium armour, +STR  
Dwarf, Hill: + HP = level  
Halfling, Stout: +DEX, Lucky, Nimbleness  
Var. Human: Feat  
Gnome, Rock: Adv. vs magic saves  
Half-Orc, Genasi, Goblin, Hobgoblin, Goliath, Lizardfolk, Triton

## graveyard

### Regenerative Burn
At 7th level, you can regenerate some of your lost vitality. As a bonus action, reduce your hit point maximum by an amount up to your vitallier level, and regain twice than number of hit points. If this would exceed your maximum hit point limit, gain the remainder as temporary hit points.

### Lie Really Still
By 2nd level, you have learned to feign death. As an action, you can stop breathing and still the blood in your veins, appearing dead to all outward inspection and to spells used to determine the target's status.

For the duration, you do not need to breathe, living solely off the life force within your veins. Until you use an action to end the effect, you are paralysed and prone, and lose 1 hit point per minute. Any disease or poison affecting you is suppressed for the duration.

#### Blood Test
At 3rd level, you can determine the health of other creatures from blood they have spilled. When you injure a creature, you can choose to learn how many hit points it has remaining. When you do so, reduce your hit point maximum by one.

Additionally, you can make a Constitution (Survival) check to examine spilled blood and learn how many hit points the creature had remaining at the time of injury.

### Racial Blindness
Starting at 18th level, the ever-changing nature of your life force masks you from some magics. You can choose whether you appear to magical effects as a humanoid, beast, giant, or dragon. If you appear as a humanoid, you can choose to appear as a race of your choice.

When you are affected by a spell with effects that differ depending on the type of creature, you are treated as though you are not the specified type.

When you are targeted by a spell that targets a specific type of creature, such as humanoids, you can choose to be unaffected by the spell.

| Condition | Damage Type |
| Blinded  | Radiant |
| Deafened  | Thunder |
| Grappled | Force? |
| Frightened | Psychic? |
| Poisoned | Poison |
|  |  |
|  |  |

### Taint Blood
2nd level

If you have a vial of acid, you can use it to taint your blood as an action. While affected by the acid, any magical damage you deal is instead acid damage, and you take 1d6 acid damage each round until the effect ends.

[other options]

### Life Sabre

#### combat cantrips old description
Once you choose this archetype at 3rd level, you have trained to cast your simplest magics even while embroiled in combat. When you take the Attack action on your turn, you can use your bonus action to cast a cantrip, regardless of its listed casting time. If you injured a creature with your Attack, you can use their spilled blood in place of your own; the cantrip does not cost you a hit point.

#### resourcerer feature?
alternatively, 18th-level feature: once per long rest, choose two creatures within 60 feet of you and each other. As an action, bind their vitality together - any damage taken by one is also taken by the other, and any healing is likewise mirrored

#### Greater Binding
*6th-level enchantment*
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M
- **Duration:** 8 hours
You bind the vitality of two creatures within range. For the duration, any damage taken by one creature is also taken by the other. Any healing is likewise mirrored. When one creature is reduced to 0 hit points, it retains its full capabilities while the other lives. If both creatures are reduced to 0 hit points, they fall unconscious and the spell ends.