Vitamancer

A half elf etches complex symbols into her skin, drawing the blood with a greedy eye. She launches a cascade of attacks, clawing at her enemy, tearing them apart with ease. Her wounds drip blood to mingle with her prey between the cobblestones.

A gnome soldier swings his mighty sword, wrapped in ribbons of flesh, to smite his foe, cleaving them in twain. He reels from the pleasure of absorbing their life-force, cutting down hordes of enemies a supernatural magic aiding his massacre.

A priest lays his hand on his wounded companion, the priest visibly aging as the wounds of his comrades close and the life returns to his gleaming eyes. How many times had he completed this ritual before, how many lives have fuelled his advanced age; yet he looks no older than 60.

A Vitamancer has many roles in a prospective party, and all rely on using their own health, blood and life force as power sources for whatever effect they wish. Perhaps they learn to leech from another's blood to restore thier own. When they feel their life draw to a close, it's not enough; they need more.

Power of Lifeblood

Their abilities may come from many sources; a book, an otherworldly force or a secretive bloodline but ultimately, they all share the same bond, of manipulating the aura of life to change the world around them.

Blood Magic

Vitamancers generally sacrifice their blood and life to deal damagee, heal companions and adapt their body for protection.. Did they have a high-standing in society? Or were they at the brink of death? Were they brought up with it - were their parents or their village all members of a secret society and users of blood magic? What effect did their discovery of blood magic have on them? Did it save them from death? Did it send them into desperation and ruin? Did they use it to climb social or military ranks?

What effect did their use have on their mind and body? Did they deteriorate into psychological madness and physical decay? Or did they become strong and healthy again? What were their influences in learning the magic? Perhaps they had an other-worldly tutor, discovered an ancient tome or learned old body-marking techniques? (Options and effects described below)

What do they hope to achieve with their power? Will they bring the ruin of the world? Or use their magic to destroy threats and plagues to peace? Maybe they care only for their own life, and want to make some coin.

Quick Build

You can quickly make a vitamancer by following these suggestions. Firstly, take Charisma as your highest ability score. Next, ensure Constitution is your next highest. If you wish to use melee or ranged attacks, take Strength or Dexterity as the third highest, depending on your preference. Finally, choose the acolyte, criminal or noble background.





The Vitamancer
Level Proficiency Bonus Features Soul Blight Active
Adaptations
1st +2 Spellcasting, False Health, Soul Blight die 1d4 -
2nd +2 Adapatations 1d4 2
3rd +2 Blood Dominion, Adaptation 1d4 3
4th +2 Ability Score Improvement 1d6 3
5th +3 Blood Dominion feature, Staunch Resistance 1d6 3
6th +3 Life Leech 1d6 3
7th +3 Blood Dominion feature 1d6 3
8th +3 Ability Score Improvement, Adaptation 1d8 4
9th +4 Soul Doll 1d8 4
10th +4 Blood Dominion feature 1d8 4
11th +4 Blood Dominion feature, Necrotic Shield 1d8 4
12th +4 Ability Score Improvement, Adaptation 1d10 5
13th +5 Blood Dominion feature 1d10 5
14th +5 Fatal Aura 1d10 5
15th +5 Blood Dominion feature 1d10 5
16th +5 Ability Score Improvement, Adaptation 1d12 6
17th +6 Blood Dominion feature 1d12 6
18th +6 Blood Dominion feature 1d12 6
19th +6 Ability Score Improvement, Adaptation 2d8 6
20th +6 Life Domination 2d10 7

Class Features

As a vitamancer, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per vitamancer level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per vitamancer level after 1st

    Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose one from Deception, Insight, Medicine, Perception, Persuasion, 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 melee weapon
  • (a) padded armor or (b) leather armor
  • (a) priest's pack, (b) diplomat's pack or (c) explorer's pack
  • Arcane focus and Potion of Healing

Spellcasting

You use blood, sacrifice and life essence to cast spells. A vitamancer Spell List is at the end of the chapter.

Preparing and Casting Spells

For 1st level, you know two 1st level spells. For 2nd level, you know three 1st level spells. Spells and cantrips for 3rd level and beyond is dictated by Dominion choice and have individual tables. Because you do not use spell slots, you may cast as many spells as you wish within the rules of combat, however beware! You are able to die by the damage you take from casting your own spells. The damage type of your Blood Magic die is Necrotic.

As with other spellcasting classes, you may prepare a certain number of vitamancer spells per day, equal to your Charisma modifier + your vitamancer level. The spellcasting tables indicate the number of spells you know at a certain level, not spell slots. You must be at a level high enough to cast the spells you prepare, according to the spellcasting tables.

You can change your list of prepared spells after a long rest. Preparing a new vitamancer spell list requires time to study and record your spells, one minute per spell level.

Spellcasting Ability

Your spellcasting modifier is Charisma for your vitamancer spells. Your spells are cast from your internal capability and will exterted on the world through your bodily sacrifice. Your save DC and attack modifier are Charisma for vitamancer spells, and Charisma is used whenever a spell refers to your spellcasting ability.


Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier


Recording Spells

As previously noted, a vitamancer's power can come from several sources: a spellbook passed down generations, some otherworldly voice whispering in your ear, or etching symbols onto your own body, are all examples of how a vitamancer can learn, know and record spells. It may be worth thinking about how you records and recalls spells and how that may affect their character. Below are examples of how your recording choice will affect your gameplay.

Spellbook: You may buy a brand new spellbook from an arcane emporium, steal your book from a mad sorcerer or be gifted it by a mentor or parent. Regardless, you will copy down spells you find, inaddition to notes about Blood Magic that you learn along your adventure. This spellbook works much in the same way as it would for the Wizard class.

Whispers: You may hear echoey whispers from a mysterious voice. Perhaps you have always head the voices but they only recently became clear; perhaps you opened a spellbook and the voices began; or maybe you summoned the voice to aid you in your vitamancer quest. You gain +1 to spell damage rolls, but have disadvantage in Wisdom saving throws which involve focus or hearing.

Body Etching: The act of carving ancient runes and symbols on to your body to represent a certain spell: perhaps your family was part of an ancient group devoted to vitamancy or blood magic, and they carved certain spells onto you at a young age, or you carve them yourself after researching vitamancer spells and techniques, when you came accross the procedure. You gain +1 to spell attack rolls but have disadvantage on out-of-combat checks such as Persuasion when interacting with NPCs while the etchings are exposed.


Cantrips

At 1st and 2nd level, you have two cantrips of your choice from the vitamancer spell list. You may learn additional vitmancer cantrips at higher levels, shown in the spellcasting tables.

Ritual Casting

You can cast a vitamancer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an Arcane focus as a spellcasting focus for your vitamancer spells.

Blood Magic

Unlike other spellcasting classes, the vitamancer does not have spell slots. Instead, the spell's payment is indicated by a damage die, in the table below. If the spell attack misses the target, you take half damage from the Blood Magic Die roll.

Blood Magic
Spell Level Blood Magic Die
Cantrip 0
1 1d6
2 2d6
3 3d6
4 4d6
5 5d6
6 6d6
7 7d6
8 8d6
9 9d6

Soul Blight

The Vitamancer table shows the amount of extra damage you are able to deal per level. When you deal damage to an enemy, roll yourSoul Blight die and take damage to your hit points equal to the roll. You can then add the roll to your attack or spell damage. The damage type of your Soul Blight die is Necrotic.

False Health

You may use your action to gain temporary hit points equal to your Constitution modifier x your vitamancer level. This feature can be used a number of times equal to your Constitution modifier, before a long rest.

Adaptations

Starting at level 2, your powers enable you to adapt your body, armour and weapons to improve your capabilities, protect yourself from certain types of damage, and to deal more harm to enemies. You learn 2 Adaptations of your choice. When you apply the adaptation, you must roll a Soul Blight die from the Vitamancer table and take damage equal to the roll.

You will gain an additional adaption at 3rd (with your Dominion), 8th, 12th, 16th 19th, and 20th level.

Blood Dominion

At 3rd level, you choose a path towards a more specialised area of Vitamancy. Choose a dominion: Blood Warrior, Sacrificial Shaman, Vita-Magus, Abomination, Parasite or Scion. Your Archetype grants you features at 3rd level, and then again at 5th, 7th, 10th, 11th, 13th, 15th, 17th and 18th level. For the spellcasting classes, these will be spell level upgrades and availabilities.


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 by 1. As normal, you can't increase an ability score above 20 using this feature.

Staunch Resistance

At 5th level, your control over your body means you are immune to disease.

Life Leech

By 6th level, you have learned to control the essence of life force. You can use an action to target a creature within 15 feet of you that you can see. They must make a Constitution saving throw against your spell save DC. On successful save, the effect ends and you take damage equal to your Soul Blight die. On a failed save, the creature takes damage equal to your Soul Blight die + your Charisma modifier, and you restore hit points to yourself for an equal amount. You can use this feature a number of times equal to your Charisma modifier (a minimum of one) before a long rest. You regain all uses after a long rest.

Soul Doll

At 9th level, you can use your powers of life manipulation to briefly control an enemy. You can use your action to touch an enemy. They must make a Constitution saving throw against your spell save DC. On a successful save, the effect ends and you will take damage equal to your Soul Blight die. On a failed save, the creature is under your control. You may move the creature up to half their movement, and take one action. If the Attack action is used, they may only attack once.

At 15th level, you can use the creature's full movement speed as well as a second attack or multi-attack if they have the feature. Additionally, the connection allows you to see and hear through their senses.

Necrotic Shield

Beginning at 11th level, your body now guards against harmful damage to your life force. You have resistance to Necrotic damage not dealt by yourself.

Fatal Aura

By 14th Level, your consistant sacrifice and use of magic has led to you emenating an aura. When you use a Soul Blight die to take damage, you may deal additional damage equal to 3 x Soul Blight die roll. This pool of damage is then divided as you choose amongst any number of creatures within 10 feet. This feature is used at no cost to yourself, and can be used only once before a long rest.

Life Domination

Beginning at 20th Level, your powers of Blood Magic are at their peak. The damage you deal to yourself is halved, rounding down.

Blood Dominion

Blood Magic and vitamancy have a wide scope of applications. Through a Dominion, you will learn a certain path towards mastery of the subject.

Abomination

Your use of Blood Magic is overshadowed by the monster it has turned you into. You care little for magic other than its ability to enhance your brutal attacks. Following this Dominion may cause your skin to turn black or grey in places, your eyes may become sunken and white. You'll find yourself drawn to combat far more, perhaps through a lust for blood and battle. When in combat though, you tear through your enemies without mercy or a second thought.

Abomination Spellcasting
Vitamancer Level Cantrips Known 1st 2nd 3rd
3rd 2 3 - -
4th 2 3 - -
5th 2 3 - -
6th 2 3 - -
7th 2 3 1 -
8th 2 3 1 -
9th 3 4 1 -
10th 3 4 1 -
11th 3 4 2 1
12th 3 4 2 1
13th 3 4 2 1
14th 3 4 2 2
15th 3 4 3 2
16th 3 4 3 2
17th 3 4 3 2
18th 4 4 3 2
19th 4 4 3 2
20th 4 4 3 2
Scion Spells
Vitamancer Level Spells
3rd cause fear
7th hold person
11th fear

When you gain these spells, they do not count towards your 'Known Spells'.

Unarmored Defense

You work best without armor inhibiting your movements. Beginning at 3rd level, while you are not wearing armor, your Armor Class equals 10 + your dexterity modifier + your constitution modifier. You also gain proficiency in one skill of your choice: Athletics, Acrobatics, Intimidation, Survival.


Butcher

At 3rd Level, you gain the Adaptation, Carnage. If you already posess this Adaptation, you may choose one other.

Brutal Onslaught

Beginning at 5th level, you deal more damage without weapons. When you make a melee attack without a weapon equipped, you deal your Soul Blight die + your Strength/Dexterity modifier instead of your ordinary damage, without hit point cost to you.

At 11th level, you may make two melee attacks when you take the attack action. At 17th level, you may double any damage you deal from unarmed attacks.

Mutation

When you reach 7th level, you may choose one of the following benefits:

Adaptor. Take one additional Adaptation.

Body Armor. Increase your unarmored Armor Class by 1.

Tank. Gain an additional hit die.

Life Stealer

At 10th level, when you use your Life Leech feature, you may double the die score for both healing to you and damage to your target. When you reach 15th level, after you use your Life Leech feature, you may roll a hit die and gain the roll as temporary hit points, without expending the die.

Precision Attacks

Beginning at 13th level, you now score a critical hit on a roll of 19 or 20.

Beastial Rage

Starting at 18th level, on your turn in combat, you may make two attacks as a bonus action.

Blood Warrior

You combine martial expertise with adept spellpower on the battlefield. Your eyes may turn a little red, your hands may become grey and your hair streaked with white - or fall out altogether. You find yourself feeling less whole if your adapted weapon is not in your hand.

Blood Warrior Spellcasting
Vitamancer
Level
Cantrips
Known
1st 2nd 3rd 4th
3rd 2 3 - - -
4th 2 3 - - -
5th 2 4 - - -
6th 2 4 - - -
7th 2 5 2 - -
8th 2 5 2 - -
9th 3 6 2 - -
10th 3 6 2 - -
11th 3 6 2 1 -
12th 3 6 2 1 -
13th 3 7 3 1 -
14th 3 7 3 2 -
15th 3 7 3 2 -
16th 3 7 3 2 -
17th 3 8 3 2 1
18th 4 8 4 2 1
19th 4 8 4 3 1
20th 4 8 4 3 2
Blood Warrior Spells
Vitamancer Level Spells
3rd inflict wounds, shield
7th barkskin, magic weapon
13th blinding smite
17th stoneskin

When you gain these spells, they do not count towards your 'Known Spells'.

Weapon Training

At 3rd level, your training with weapons is exemplary. You gain proficiency in martial weapons, medium armor and shields. You also gain proficiency in one skill of your choice: Athletics, Acrobatics, Intimidation, Sleight of Hand.

Adapted Champion

Beginning at 3rd Level, you gain the Adaptation Adapted Weapon. If you already posess this Adaptation, you may choose one other.


Extra Attack

Starting at 5th level, you may now attack twice with your weapon, instead of once, when you use the Attack action on your turn. This number increases to three at 11th level, and at 17th level, you may cast one ready spell with this feature, in addition to two weapon attacks.

Adreneline

When you reach 7th level, your blood rushes with adrenaline before a battle. You gain advantage on initiative rolls. You may move an additional 10 feet during your first turn of combat, once per encounter.

Battle Leech

At 10th level, when you use the Life Leech feature, you have advantage with your next weapon attack against the same creature. That creature has disadvantage with attacks against you.

At 15th level, when you use the Life Leech feature, you may impose one of the following effects on your leech target: blinded, stunned or frightened.

Retribution

Beginning at 13th level, when you reduce a creature's hit points to 0 with a weapon attack, if there is any damage remaining, you may use it to restore your hit points

Vigor

Starting at 18th level, your maximum hit points increases by a number of hit die equal to your strength or dexterity modifer, whichever is higher. Add your constitution modifier to each roll. The total is then added to your hit point maximum.

Parasite

A vampiric bloodsucker, stealing others life to feed your insatiable appetite. You have a taste for blood. You painfully grow a pair of fangs to pierce unaware victims throats. You find yourself giving off an ambience of charisma and charm to weak minded individuals, who are drawn to you...

Parasite Spellcasting
Vitamancer
Level
Cantrips
Known
1st 2nd 3rd 4th 5th 6th
3rd 2 3 1 - - - -
4th 2 3 1 - - - -
5th 2 4 2 - - - -
6th 2 4 2 - - - -
7th 2 5 2 1 - - -
8th 2 5 2 1 - - -
9th 3 6 2 1 1 - -
10th 3 6 3 1 1 - -
11th 3 6 4 1 1 1 -
12th 3 6 4 1 1 1 -
13th 3 7 4 2 1 1 -
14th 3 7 4 2 1 1 -
15th 3 7 4 2 1 1 -
16th 3 7 4 3 1 1 -
17th 3 8 5 3 2 1 1
18th 4 8 5 3 2 1 1
19th 4 8 5 4 2 2 1
20th 4 8 5 4 2 2 1
Parasite Spells
Vitamancer Level Spells
3rd charm person, sleep
5th enthrall, invisibility
7th animate dead, vampiric touch
9th greater invisibility
11th dominate person

When you gain these spells, they do not count towards your 'Known Spells'.

Bloodsucker

Beginning at 3rd level, as an action, you can suck the blood of a creature within 5 feet. When you do, roll your Soul Blight die. Restore hit points equal to the roll, and deal damage to the creature equal to the roll. You can also collect a vial of blood from the creature for later use. One vial will restore hit poionts equal to one Soul Blight die.

You also gain proficiency in one skill of your choice: Arcana, Deception, Perception, Performance.

Conservative

At 3rd Level, you gain the Adaptation, Sense Blood. If you already posess this Adaptation, you may choose one other.

Frequent Leecher

At 10th level, you gain uses of Life Leech to a maximum of your Charisma modifier before a long rest.

At 15th level, when you use the Life leech feature, you can use a bonus action to use the Bloodsucker feature on the same creature.

Necrotic Fragility

Beginning at 13th level, you learn how to control the damage your body is capable of taking. You gain three resistances: Acid, Cold, Lightning, Poison, Psychic, Thunder. However, you are now vulnerable to silver weapons, radiant damage and fire damage. In addition, while in sunlight, you have disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Undying Body

Starting at 18th level, your body is more Necrotic then living. The Soul Blight cost from casting spells is negated when you miss the attack. Additionally, when you hit a target with a spell, you may subtract your Constitution modifier from the Blood Damge die cost of the spell.

Sacrificial Shaman

You use your powers of vitamancy to restore the life force of others. The Necrotic damage affects you less than other Dominions - perhaps a reward for your self-less acts; the balance of life force in the universe. However, your skin may become paler, wrinkled; you may age faster than your kin and feel the effects of disease and exhaustion more than others.

Sacrificial Shaman
Vitamancer
Level
Cantrips
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3rd 3 3 1 - - - - - - -
4th 3 3 1 - - - - - - -
5th 3 4 2 1 - - - - - -
6th 3 4 2 1 - - - - - -
7th 3 4 2 1 1 - - - - -
8th 3 4 2 1 1 - - - - -
9th 4 4 3 2 1 1 - - - -
10th 4 4 3 2 1 1 - - - -
11th 4 4 3 2 2 1 1 - - -
12th 4 4 3 2 2 1 1 - - -
13th 4 5 3 3 2 2 1 1 - -
14th 4 5 3 3 2 2 1 1 - -
15th 4 5 3 3 2 2 2 1 1 -
16th 4 5 3 3 2 2 2 1 1 -
17th 4 6 4 3 3 2 2 1 1 1
18th 4 6 4 3 3 2 2 1 1 1
19th 4 6 4 4 3 2 2 2 1 1
20th 4 6 4 4 3 2 2 2 1 1
Sacrificial Shaman Spells
Vitamancer Level Spells
3rd lesser restoration, prayer of healing
5th life transference, mass healing word
7th aura of life, guardian of faith
9th greater restoration, mass cure wounds
11th heal, primordial ward

When you gain these spells, they do not count towards your 'Known Spells'.

Living Forfeit

Beginning at 3rd level, you can pass your health onto an ally. Target a creature within 15 feet. Roll a Soul Blight die. You take damage equal to the die, and the target will restore hit points for the same amount + your charisma modifier. You also gain proficiency in one skill of your choice: Arcana, Insight, Medicine, Religion.

Hollow Spirit

At 3rd Level, you gain the Adaptation, False Life. If you already posess this Adaptation, you may choose one other.


Generous Aura

At 10th level, when you use the Life Leech feature, choose any number of creatures within 5 feet. Divide up to half of the restored hit points amongst them.

When you reach 15th level, you can restore up to the full total of hit points, divided as you choose among any number of creatures within 10 feet.

Resistant

Beginning at 13th level, whenever you cast spells that restore hit points, you do not take Soul Blight.

Brink

Starting at 18th level, you can touch a creature that is unconcious - stable or unstable. You can choose to:

  • Roll your Soul Blight die; take the damage yourself and restore hit points to the target equal to the roll + your Charisma modifier
  • Roll your Soul Blight die; deal the damage to the target and restore hit points to yourself equal to the roll + your Charisma modifier
  • Transfer one of your current active Adaptations to the creature. The effect will last for 1 minute before returning to you.

Scion

A Scion sees how others have adapted to their surroundings and they take it for their own. They see the fire resistance of a Tiefling; the endurance of a Half-Orc; the luck of a Halfling and crave to adapt.

Scion Spellcasting
Vitamancer
Level
Cantrips
Known
1st 2nd 3rd 4th
3rd 2 3 - - -
4th 2 3 - - -
5th 2 4 - - -
6th 2 4 - - -
7th 2 5 2 - -
8th 2 5 2 - -
9th 3 6 2 - -
10th 3 6 2 - -
11th 4 6 3 - -
12th 4 6 2 - -
13th 4 7 3 1 -
14th 4 7 3 2 -
15th 4 7 3 2 -
16th 4 7 3 2 -
17th 4 8 3 2 1
18th 4 8 4 2 1
19th 4 8 4 3 1
20th 4 8 4 3 2
Scion Spells
Vitamancer Level Spells
3rd absorb elements, command
7th blindness/deafness, detect thoughts
13th bestow curse
17th locate creature

When you gain these spells, they do not count towards your 'Known Spells'.

Ancestry Imitation

Beginning at 3rd level, you learn how to gain racial traits from other creatures through their blood. You can use an action to collect a creature's blood for concumption. Upon consumption, you gain one racial trait from the race of the blood consumed, at the DM's discretion. For example, you may gain Darkvision, Fey Ancestry from a Half-Elf or Natural Illusionist from a Forest Gnome. You have no control over the choice of trait. The trait effect lasts for 6 hours. The traits do not stack but you cannot gain a trait you already posess.

Additionally, when you use the Sense Blood Adaptation, you learn the race of all creatures you detect.


Hemo Sense

At 3rd Level, you gain the Adaptation, Sense Blood. If you already posess this Adaptation, you may choose one other.

Combat Adept

Starting at 5th level, you can attack twice, instead of once, when taking the attack action on your turn. At 11th level, you may cast a spell that you have ready as well as one attack, instead of two attacks.

Skill Adept

At 7th level, you are now proficient with martial weapons. You also gain proficiency in one skill of your choice: Acrobatics, Investigation, Perception, Stealth.

Leeching Trick

At 10th level, when you use the Life Leech feature, you can gain one racial trait from the creature you leech from.

When you reach 15th level, you can gain two racial traits from the target.

Extended Mimicry

Beginning at 13th level, when you steal a racial trait, if you do not end it early, it can now last up to 12 hours.

Discipline Imitation

Starting at 18th level, you learn to connect with the abilities of your victim through thier blood. You can now take a 1st (or 2nd) level feature from the creature's class, such as a Barbarian's Rage, Cleric's Turn Undead Channel Divinity or Druid's Wild Shape. These features are very limited, and will last for 10 minutes. You may use this feature once before a long rest.

Vitamagus

You see Blood Magic as your path to ultimate domination of the magical schools, and so through intense study and sacrifice, that's what you will get. Your skin may turn grey/blue with extended use, perhaps scars and burns from spells will cover your body.

Vitamagus Spellcasting
Vitamancer
Level
Cantrips
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3rd 3 3 1 - - - - - - -
4th 3 3 1 - - - - - - -
5th 3 4 2 1 - - - - - -
6th 3 4 2 1 - - - - - -
7th 3 4 2 1 1 - - - - -
8th 3 4 2 1 1 - - - - -
9th 4 4 3 2 1 1 - - - -
10th 4 4 3 2 1 1 - - - -
11th 4 4 3 2 2 1 1 - - -
12th 4 4 3 2 2 1 1 - - -
13th 4 5 3 3 2 2 1 1 - -
14th 4 5 3 3 2 2 1 1 - -
15th 4 5 3 3 2 2 2 1 1 -
16th 4 5 3 3 2 2 2 1 1 -
17th 4 6 4 3 3 2 2 1 1 1
18th 4 6 4 3 3 2 2 1 1 1
19th 4 6 4 4 3 2 2 2 1 1
20th 4 6 4 4 3 2 2 2 1 1
Vitamagus Spells
Vitamancer Level Spells
3rd arcane lock, spiritual weapon
5th magic circle, pulse wave
7th death ward, polymorph
9th hallow, teleportation circle
11th bones ofthe earth, soul cage

When you gain these spells, they do not count towards your 'Known Spells'.

True Power

When you reach 3rd level, you focus on dealing maximum damage to your foes. When you cast a spell that deals damage, roll a Soul Blight die and add the roll to your damage score, at no hit point no cost to you. You can then add another Soul Blight die on top, if you wish, with normal rules applied.

Blade Ward

Beginning at 3rd level, you learn the blade ward cantrip, it does not count against your known cantrips. You also gain proficiency in one skill of your choice: Arcana, History, Insight, Investigation.

Focussed Esoteric

At 3rd Level, you gain the Adaptation, Arcane Focus. If you already posess this Adaptation, you may choose one other.

Recharge

At 10th level, when you use the Life Leech feature, you can also ready a spell for your next turn.

At 15th level, when you use the Life Leech feature, as a bonus action, you may cast a cantrip on the same target.

Improved Mystic

Beginning at 13th level, you can spend one of your hit die to add +3 to a spell attack or spell DC.

Deflection

Starting at 18th level, when you take damage, you can reflect some of it back against your enemy. After you take damage, use your reaction to roll a Soul Blight die and subtract the roll from your hit points. The initial damage is halved, and the creature who dealt it takes half of the damage instead.

Adaptations

Adapted Armor

Item: Any kind of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing (armor) or weilding a (shield) the infused item.

The bonus increases to +2 when you reach 12th level in vitamancer.

Adapted Weapon

Item: Any simple or martial weapon
While wielding this weapon, you have a +1 bonus to attack rolls.

The bonus increases to +2 when you reach 12th level in vitamancer.

Arcane Focus

Item: An arcane focus (requires attunement)
While wielding your arcane focus, you have +1 bonus to spell attacks and your spell DC.

Arcane Resource

Prerequisite: 8th-level vitamancer
Item: An arcane focus (requires attunement)
While wielding your arcane focus, you no longer require material components for your spells.

Flesh Projectile

Item: Any simple or martial weapon with the ammunition property
You can produce ammunition for your weapon if you have none with your life force. Take 1 damage per ammunition spent.

Bloody Rebuff

Prerequisite: 8th-level vitamancer
Creature: Constitution 13+
When you take damage from an enemy weapon within 30 feet, you can deal half the damage score back to the attacker. You still take the full damage from the hit. You can use this Adaptation a number of times equal to your Charisma modifier before a long rest.

Carnage

Item: Any simple or martial weapon

OR Creature: Constitution 13+
When you attack with the adapted melee weapon add your constitution modifier to the damage roll. If you use the adaptation on yourself, add your constitution modifier to the damage roll for your unarmed attacks.

Hollow Spirit

Creature: Constitution 13+
Roll a Soul Blight die. Gain the roll as temporary hit points. You can use this Adaptation a number of times equal to your Charisma modifier before a long rest. Temporary hit points do not stack: choose only the highest or newest amount.

Swift Strider

Creature: Constitution 13+
You have +5 to your movement speed. Standing from prone now costs 5 feet of movement.

Revivify

Prerequisite: 8th-level vitamancer
Creature: Constitution 13+
Roll a death save: on a successful save, the target comes back to life with 0 hit points and is unstable. On a failed save, nothing happens but you may try again.

Sense Blood

Creature: Constitution 13+
You can sense creatures with blood in them within 60 feet. You cannot tell their precise location, race, class or any other information about them.

Unseen Fiend

Creature: Constitution 13+
You have advantage on stealth rolls.

Scion Trait/Feature Imitation PHB
Class/Race Trait/Feature
Dragonborn Draconic, Draconic Ancestry,
Breath Weapon, Damage Resistance
Dwarf Dwarvish, Darkvision, Dwarven Resilience, Dwarven Cobat Training, Stonecunning
   Hill Dwarven Toughness
   Mountain Dwarven Armor Training
Elf Elvish, Darkvision, Keen Senses,
Fey Ancestry, Trance
   High Elf Weapon Training, Cantrip
   Wood Fleet of Foot, Mask of the Wild,
   Drow Superior Darkvision, Sunlight Sensetivity, Drow Magic, Drow Weapon Training
Gnome Darkvision, Gnome Cunning
   Forest Natural Illusionist,
Speak with Small Beasts
   Rock Artificer's Lore, Tinker
Half Elf Darkvision, Fey Ancestry,
Halfling Halfling, Lucky, Brave,
Halfling Nimbleness
   Lightfoot Naturally Stealthy
   Stout Stout Resilience
Half Orc Orcish, Darkvision, Menacing,
Relentless Endurance, Savage Attacks
Human Common
Tiefling Infernal, Darkvision, Hellish Resistance, Infernal Legacy
Barbarian Rage, Unarmoured Defense
Bard Bardic Inspiration
Cleric Channe Divinity
Druid Wild Shape
Fighter Fighting Style, Second Wind
Monk Martial Arts, Ki
Paladin Divine Sense, Lay on Hands
Ranger Favored Enemy, Natural Explorer, Fighting Style
Rogue Expertise, Sneak Attack
Sorcerer --
Warlock Eldritch Invocations
Wizard --
Multiclass Prerequisites & Proficiencies
Prerequisites Proficiencies
13 Charisma Light armor
13 Constitution Simple weapons

Variant: Spell Slots

A different rule for vitamancer spellcasting is that you use spell slots. When you cast a spell, roll a Soul Blight die from your level on the vitamancer table. You take damage equal to the die roll, but add the roll to your spell's damage. A spell slot table is at the end of the chapter. After a long rest, you regain half of your spell slots, rounded down. They can be regained actively as you go along by expending hit points - roll a Soul Blight die per spell splot level.

Variant: Vitamaner Spellcasting Slots
Vitamancer
Level
Cantrips
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 2 - - - - - - - -
2nd 3 3 - - - - - - - -
3rd 3 4 2 - - - - - - -
4th 4 4 3 - - - - - - -
5th 4 4 3 2 - - - - - -
6th 4 4 3 3 - - - - - -
7th 4 4 3 3 1 - - - - -
8th 4 4 3 3 2 - - - - -
9th 4 4 3 3 3 1 - - - -
10th 5 4 3 3 3 2 - - - -
11th 5 4 3 3 3 2 1 - - -
12th 5 4 3 3 3 2 1 - - -
13th 5 4 3 3 3 2 1 1 - -
14th 5 4 3 3 3 2 1 1 - -
15th 5 4 3 3 3 2 1 1 1 -
16th 5 4 3 3 3 2 1 1 1 -
17th 5 4 3 3 3 2 1 1 1 1
18th 5 4 3 3 3 3 1 1 1 1
19th 5 4 3 3 3 3 2 1 1 1
20th 5 4 3 3 3 3 2 2 1 1
Blood Magic Damage Types

Due to the nature of your spellcasting abilities, the damage type of some spells are affected. As a vitamancer, you are unable to deal Radiant damage when affiliated with a Holy or religious spell. Any spell with this damage type will deal Necrotic damage, if you cast it as a vitamancer. Spells affected: branding smite, blinding smite, hallow, and sickening radiance.

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Fire Bolt
  • Frostbite
  • Gust
  • Infestation
  • Light
  • Lightning Lure
  • Minor Illusion
  • Primal Savagery
  • Resistance
  • Sapping Sting
  • Spare The Dying
  • Thunderclap
  • Toll the Dead
1st Level
  • Absorb Elements
  • Arms Of Hadar
  • Cause Fear
  • Ceremony
  • Charm Person
  • Command
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Earth Tremor
  • Hex
  • Identify
  • Inflict Wounds
  • Magnify Gravity
  • Ray Of Sickness
  • Shield
  • Sleep
  • Thunderwave
2nd level
  • Arcane Lock
  • Augury
  • Barkskin
  • Blindness Deafness
  • Blur
  • Branding Smite
  • Continual Flame
  • Darkness
  • Detect Thoughts
  • Enlarge/Reduce
  • Enthrall
  • Gentle Repose
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Levitate
  • Locate Object
  • Magic Weapon
  • Prayer Of Healing
  • Ray of Enfeeblement
  • Scorching Ray
  • Shatter
  • Spiritual Weapon
3rd Level
  • Animate Dead
  • Aura of Vitality
  • Bestow Curse
  • Blinding Smite
  • Fear
  • Fireball
  • Glyph of Warding
  • Life Transference
  • Lightning Bolt
  • Magic Circle
  • Mass Healing Word
  • Pulse Wave
  • Remove Curse
  • Revivify
  • Speak With Dead
  • Spirit Guardians
  • Summon Lesser Demon
  • Vampiric Touch
  • Wind Wall
4th Level
  • Arcane Eye
  • Aura of Life
  • Blight
  • Death Ward
  • Evad's Black Tentacles
  • Fire Shield
  • Gravity Sinkhole
  • Greater Invisibility
  • Guardian of Faith
  • Locate Creature
  • Polymorph
  • Shadow of Moil
  • Sickening Radiance
  • Staggering Smite
  • Stoneskin
  • Storm Sphere
  • Summon Greater Demon
  • Vitrolic Sphere
  • Wall of Fire
5th Level
  • Antilife Shell
  • Commune
  • Cone of Cold
  • Contagion
  • Creation
  • Danse Macabre
  • Destructive Wave
  • Dominate Person
  • Enervation
  • Greater Restoration
  • Hallow
  • Maelstrom
  • Mass Cure Wounds
  • Negative Energy Flood
  • Reincarnate
  • Scrying
  • Teleportation Circle
6th Level
  • Blade Barrier
  • Bones of the Earth
  • Chain Lightning
  • Circle of Death
  • Create Undead
  • Disintergrate
  • Eyebite
  • Flesh to Stone
  • Gravity Fissure
  • Harm
  • Heal
  • Magic Jar
  • Primordial Word
  • Soul Cage
  • Sunbeam
  • True Seeing
  • Wall of Ice
7th Level
  • Delayed Blast Fireball
  • Finger of Death
  • Fire Storm
  • Forcecage
  • Power Word Pain
  • Regenerate
  • Ressurrection
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Clone
  • Dark Star
  • Earthquake
  • Maddening Darkness
  • Reality Break
  • Sunburst
9th Level
  • Astral Projection
  • Foresight
  • Invulnerability
  • Mass Heal
  • Power Word Kill
  • Time Ravage
  • True Resurrection