Arcane Traditions

Blue Magic

Blue magic is a relatively new branch of wizarding tradition born out of a desire to expand an individual's knowledge beyond the scope normally limited to wizards. Blue mages can use their magic to absorb the knowledge of spells cast upon them, allowing them to replicate their effects and utilize the same kind of magic themselves.

Azure Training

Your unique training has helped prepare you for combat. When you adopt this tradition at 2nd level your hit point maximum increases by 2, and it increases by 1 every time you gain a level in this class.

Additionally, you gain proficiency with shields.

Copy Spell

At 2nd level, you learn how copy spells cast upon you.

When a spell is cast which includes you as a target, you can use your reaction to attempt to absorb the knowledge of that spell. Make an ability check using your Intelligence. The DC equals 10 + the spell's level. On a success, you add that spell to your list of prepared spells. It is considered a wizard spell for you, and you can cast it using your spell slots as normal. You can only copy a spell in this way if you have spell slots capable of casting the spell at its lowest level.

The spell remains prepared until you finish a long rest, at which point its knowledge is lost. You can choose to let the knowledge of a spell fade early, losing it at the end of a short rest. You can write a copied spell in your spell book before the spell's knowledge is lost, following the normal rules for copying wizard spells. Doing so allows you to retain the knowledge of the spell in your spell book and prepare it normally from then on.

You can only have one additional spell prepared at a time using this feature. At 11th level you can have two additoinal spells prepared at a time, and at 20th level you can have three additional spells prepared.

Adaptive Magic

Starting at 6th level, you can empty your mind of magical knowledge to prepare different spells. You can change your list of prepared spells when you finish a short rest, even if you have already changed your list of prepared spells that day. Doing so takes 1 minute per spell level for each spell on your list.

Once you use this feature, you can't do so again until you finish a long rest.

Spellbreaker

Beginning at 10th level, you can use your Copy Spell feature when you successfully avoid a spell by casting shield or successfully end a spell with counterspell, even if the use of these spells causes you to completely avoid the effects of the triggering spell. The spell you counterspell does not have to target you.


Masterful Mimicry

Beginning at 14th level, you have advantage on the ability check made when you attempt to copy a spell with your Copy Spell feature.

In addition, you can use your Copy Spell feature even if the spell being cast does not target you. You must be within 100 feet of the creature casting the spell, able to see the creature, and able to perceive that they are casting a spell. You do not have advantage on the ability check when you copy a spell in this way.

Sangromancy

Sangromancers, sometimes called haemomancers or blood mages, revel in blood shed. Bodies are little more than vessels containing liquified red power. Life itself is but a resource, to be manipulated and controlled by those who have the proper ambition.

Few magics are considered as vile and unholy as sangromancy. A subsect of necromancy, sangromancers can expend their own blood (or even someone else's) to cast powerful magics and empower their spells in ways that more conventional magics do not allow for.

Sanguine Empowerment

At 2nd level when you adopt this tradition, you learn how to sacrifice your own life essence to empower your blood magic. Whenever you cast a sangromancy spell you can spend 1 or more hit dice (up to half of your Intelligence modifier, rounded up, minimum 1) to empower it. When you spend a hit die in this way you do not regain hit points. Instead, for each hit die spent in this way, you roll the die and on that turn the spell deals an additional amount of necrotic damage equal to the total, and your current hit points are reduced by the same amount. If this would put you at 0 hit points, the spell finishes casting before you fall unconscious.

Detoxify

Beginning at 2nd level, your knowledge of blood and the body allows you to purge diseases and poisons. As an action, you can touch a creature and expend a spell slot to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Detoxify by expending a higher level spell slot, affecting one disease or poison for each slot level. The creature must have blood to be affected by this feature.

Steal Life

Starting at 6th level, you can collect the blood of fallen foes to boost your own vitality. When a creature that you can see dies within 30 feet of you, you can use your reaction to gain temporary hit points equal to the creature's Constitution score. You must be conscious to use this feature, have a clear path to the target, and the creature must have blood to be affected.

You can also use a bonus action on your turn to use this feature on a suitable creature that has died within the last 48 hours.

Once you use this feature, you can't use it again until you finish a short or long rest.

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Arcane Traditions: Blue Magic and Sangromancy v0.2

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Blood Reserve

Beginning at 10th level, when you lose hit points due to casting a sangromancy spell or from using a feature granted by this arcane tradition, you can first deduct hit points from your temporary hit points. If you run out of temporary hit points while doing so, you must deduct the remaining damage from your hit points as normal.

Sacrificial Magic

At 14th level, when you cast a spell of 1st level or higher, you can expend a number of hit dice equal to the spell's level rather than spend a spell slot. When you spend a hit die in this way you do not regain hit points. Instead, for each hit die spent in this way, you roll the die and your current hit points are reduced by the total. If this would put you at 0 hit points, the spell finishes casting before you fall unconscious. These hit dice do not count against your Sanguine Empowerment feature.

You can spend a maximum number of hit dice in this way equal to half your total number of hit dice. Once you do, you can't use this feature again until you finish a long rest.

Sangromancy Spells

Sangromancy spells require a small sacrifice to be performed by the caster in addition to expending a spell slot; a few drops of blood, which empowers the spells and make them stronger than spells of a similar level. The cost is represented by deducting hit points from your current hit points equal to the spell's level. The hit point cost is included in the spell's description. If casting a sangromancy spell would put you at 0 hit points, you complete the casting of the spell before you fall unconscious.

Sangromancy spells are necromancy spells with an additional keyword, and so features which affect necromancy spells affect sangromancy spells as well. These spells are on the sorcerer, warlock, and wizard spell lists.

Black Blood

3rd-level necromancy (sangromancy)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a few drops of your blood, which the spell consumes)
  • Duration: Concentration, up to 1 minute

When you cast this spell, your current hit points are reduced by an amount equal to the spell's level.

You toxify your own blood, turning it into a weapon when


your enemies harm you. When a creature hits you with a melee attack the creature takes 1d10 necrotic damage.

If a vampire attempts to use its bite attack against you while under the effects of this spell, your hit point maximum is not reduced and the vampire loses hit points equal to the necrotic damage dealt to you by the bite attack.


Blood Bend

5th-level necromancy (sangromancy)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a few drops of your blood, which the spell consumes)
  • Duration: Concentration, up to 1 minute

When you cast this spell, your current hit points are reduced by an amount equal to the spell's level.

You reach out and attempt to seize hold of a Medium-sized creature's blood, controlling it like a puppet. The target must succeed on a Strength saving throw or be restrained for the duration. The target must have blood to be affected.

On the same turn you cast this spell, and using on action on later turns, you can take total and precise control of the target. Until the beginning of your next turn, the creature is no longer restrained, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. You cannot force a creature to use its class features, cast spells, or manipulate spells while controlling it, and the creature remains aware of itself and can speak normally as it acts against its will. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional Medium-sized creature for each slot level above 5th, and can control each of them with your action. You can cause multiple creatures to use their reaction by using your own reaction, but only if their reactions use the same trigger. The creatures must be within 30 feet of each other when you target them. Alternatively, you can control a creature of a larger size, requiring an additional slot level above 6th for each size category above Medium (for example, a Huge creature would require a spell slot of 8th level).

Blood Shard

1st-level necromancy (sangromancy)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a few drops of your blood, which the spell consumes)
  • Duration: Instantaneous

When you cast this spell, your current hit points are reduced by an amount equal to the spell's level.

You create a shard of your hardened blood and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the blood exploded must succeed on a Dexterity saving throw or take 2d8 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage of the blood explosion increases by 1d8 for each slot level above 1st.

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Arcane Traditions: Blue Magic and Sangromancy v0.2

The Arcane Athenaeum

Conjure Blood Elemental

4th-level necromancy (sangromancy)


  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: S, M (a few drops of your blood, which the spell consumes)
  • Duration: Concentration, up to 1 hour

When you cast this spell, your current hit points are reduced by an amount equal to the spell's level.

You call forth an elemental servant. Choose an area of spilled blood that fills a 5-foot circle within range. A blood elemental appears in an unoccupied space within 10 feet of it, emerging from the blood. The elemental disappears when it drops to O hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental is destroyed. The elemental uses the statistics of a Water Elemental (pg 125 of the Monster Manual) but is immune to necrotic damage instead of cold damage and does not have Aquan as a language.

Crimson Rain

5th-level necromancy (sangromancy)


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a few drops of your blood, which the spell consumes)
  • Duration: Concentration, up to 1 minute

When you cast this spell, your current hit points are reduced by an amount equal to the spell's level.

Until the spell ends, blood falls as rain in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range.

The area is lightly obscured, and exposed flames in the area are doused.

    When the area appears, each creature in it must make a Constitution saving throw. A creature takes 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.

Embolism

9th-level necromancy (sangromancy)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a few drops of your blood, which the spell consumes)
  • Duration: Instantaneous

When you cast this spell, your current hit points are reduced by an amount equal to the spell's level.

You manipulate the flow of blood within a creature's head, causing an aneurysm to form in their brain and eventually __ rupture. Choose a creature that is not a construct and that has blood. The target must make a Constitution saving throw. On a success the spell has no effect. On a failure the target gains a level of exhaustion, and gains an additional level of exhaustion at the end of every hour until death. Only a greater restoration spell or similar magic can reduce the target's exhaustion while under the effects of this spell. Once a target's exhaustion level is reduced to zero the effects of this spell end.

Sanguine Blade

2nd-level necromancy (sangromancy)


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: S, M (a few drops of your blood, which the spell consumes)
  • Duration: 10 minutes

When you cast this spell, your current hit points are reduced by an amount equal to the spell's level.

You generate a blade of hardened blood in your free hand. The blade is similar in size and shape to a longsword and it lasts for the duration. If you let go of the blade it disappears and the spell ends.

You can use your action to make a melee spell attack with the sanguine blade. On a hit, the target takes 3d8 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the necrotic damage dealt by the blade increases by 1d8 for every two slot levels above 2nd.

Shape Blood

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous or 1 hour (see below)

You choose an area of blood that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the blood as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.

  • You cause the blood to form into simple shapes and animate at your direction. This change lasts for 1 hour.

  • You freeze or coagulate the blood, provided that there are no creatures in it. The blood unfreezes in 1 hour.

    If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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Arcane Traditions: Blue Magic and Sangromancy v0.2

The Arcane Athenaeum

Siphon Blood

8th-level necromancy (sangromancy)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a few drops of your blood, which the spell consumes)
  • Duration: Instantaneous

When you cast this spell, your current hit points are reduced by an amount equal to the spell's level.

You draw in blood from the creatures around you to heal your wounds. Each creature of your choice within 15 feet of you must make a Constitution saving throw. Constructs and any creature without blood aren’t affected. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one, and you heal for an amount equal to half of the total necrotic damage caused by this spell amongst all targets.

At Higher Levels. When you cast this spell using a spell slot of 9th level, the necrotic damage increases to 5d8.

Transfusion

2nd-level necromancy (sangromancy)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a few drops of your blood, which the spell consumes)
  • Duration: Instantaneous

When you cast this spell, your current hit points are reduced by an amount equal to the spell's level.

You touch a single creature, transfering your life force to theirs to heal them. The creature regains a number of hit points equal to 1d10 + your spellcasting ability modifier, and your hit points are reduced by the same amount. This spell has no effect on constructs or creatures without blood.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing and hit points you lose increase by 1d8 for each slot level above 2nd.

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Arcane Traditions: Blue Magic and Sangromancy v0.2

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