Bloodmage

by RussianMafia

Search GM Binder Visit User Profile
Bloodmage

Bloodmage

The Dark Arts have the reputation of being explicitly evil. Monstrously evil. Diabolically, irredeemably, despicably evil. Bloodmagic is one of those evils.

Perhaps it was an accident you were afflicted with Hemomancy, as a curse plighted onto you by a witch. Or, perhaps you sought out the magic, desperate for its immense power.

The Forbidden Art

A wise mage once said, "Magic is the bloodstream of the universe." To a blood mage this is undeniable truth, and the connection is quickly drawn between the cosmic flow of energy and one's own life essence.

Blood mages have no use for spellbooks and ancient lore, nor do they rely on an otherwordly patron or deity to gift them with supernatural powers. Instead they see power as a tool to be used by those with the fortitude to do so.

Class Name
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting 4 2 2 -
2nd +2 Sacrificial Magic, Flexible Casting 4 3 3
3rd +2 Malediction, Dark Art 4 4 4 2
4th +2 Ability Score Improvement 5 4 4 3
5th +3 5 5 4 3 2
6th +3 Malediction, Dark Art Feature 5 5 4 3 3
7th +3 5 6 4 3 3 1
8th +3 8 5 6 4 3 3 2
9th +4 Malediction 5 7 4 3 3 3 1
10th +4 Dark Art Feature 5 7 4 3 3 3 2
11th +4 6 8 4 3 3 3 2 1
12th +4 Malediction, Ability Score Improvement 6 8 4 3 3 3 2 1
13th +5 6 9 4 3 3 3 2 1 1
14th +5 Dark Art Feature 6 9 4 3 3 3 2 1 1
15th +5 Malediction 6 10 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 7 10 4 3 3 3 2 1 1 1
17th +6 7 10 4 3 3 3 2 1 1 1 1
18th +6 Malediction 7 11 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 7 11 4 3 3 3 3 2 1 1 1
20th +6 Dark Art Feature 7 11 4 3 3 3 3 2 2 1 1

Class Features

As a Bloodmage, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Bloodmage level
  • Hit Points at 1st Level: 10 + Constitution modifier.
  • Hit Points at Higher Levels: 1d10 + Constitution modifier

Proficiencies


  • Armor: Light armor
  • Weapons: Daggers, shortswords, darts
  • Tools: Poisoner's kit, healer's kit, Herbalist's kit

  • Saving Throws: Constitution & Intelligence
  • Skills: Choose two from any skills

Equipment

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

  • (a) dagger or (b) quarterstaff
  • (a) arcane focus or (b) Components pouch

Spellcasting

You tap into the unifying weave of magic that animates the multiverse and channel it through your blood, imposing your will on the world around you. See the PHB rules for spellcasting and the blood mage spell list at the end of this document to see what spells are available to you.

Cantrips

At 1st level you know four cantrips of your choice from the blood mage spell list. You learn additional cantrips from this list at higher levels, as shown in the Cantrips Known column of the Blood Mage table.

Spell Slots

The Blood Mage table shows how many spell slots you have to cast your Blood Mage spells of 1st level and higher. To cast one of these spells you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st level spell burning hands and have a 1st level and a 2nd level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level And Higher

You know two 1st level 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. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. \columnbreak

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, which also must be of a level for which you have spell slots.

Spells Known of 1st Level And Higher

Constitution is your spellcasting ability for your blood mage spells, since your power relies on blood offerings to project your will into the world. 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

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your blood mage spells. See the Adventuring Gear section of the Player's Handbook for examples.

Dark Art

At third level, you choose what path of gayness.

Sacrificial Magic

At second level you learn to channel forbidden power by sacrificing some of your vital essence as part of your spellcasting. Whenever you cast a spell of 1st level or higher, you can gain a bonus to one damage roll of the spell equal to the amount you reduce your current hit points by. You can use this ability once before needing a Long Rest. (2 uses at 7th level, 3 uses at 14th level, unlimited uses at 20th)

Flexibile Casting

You can use your hit dice to gain additional spell slots, or sacrifice spell slots to regain spent hit dice. You learn other ways to use your hit dice as you reach higher levels. Your dedication to this unholy practice also allows you to recover 1 expended hit die when you finish a short rest.

Crafting Spell Slots

You can transform unexpended hit dice into one spell slot as a bonus action on your turn. The cost is a number of hit dice equal to 1 + the spell's level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Converting Spell Slots To Hit Dice

As a bonus action on your turn, you can expend one spell slot and regain a number of expended hit dice up to the slot’s level.

Maledictions

At 3rd level, you gain the ability to twist your body to suit your needs at the cost of your own health. You learn 2 maledictions of your choice from the following list. At 6th, 9th, 12th, 15th, and 18th levels you learn one additional malediction of your choice, and you can choose one of the maledictions you know and replace it with another malediction.

Armor of Impenetrable Flesh

You can cast Blood Armor on yourself at will.

Red Eyes

You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

Body And Mind

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Stench-smeller

You know the scent of all types of blood from all races and can tell them apart, even when mixed together. You also know, by smelling the blood of a creature, if they are ill, poisoned, or dying. You can smell blood out to 120 ft.

Blood Smite

When you hit with a Melee Attack, you can expend a number of hit dice equal to your Bloodmage level. Your attack deals an additional xd8 slashing damage, where x is equal to the amount of hit dice spent.

Blood Hunter

You have advantage when tracking a creature you made bleed within one mile. This increases to three miles at 5th level, and 10 miles at 13th.

One With Blood

When in so much as a puddle of blood, you can use your action to disappear into the pool of blood. You are considered invisible, but your reflection appears in the pool and you can still be attacked.

Blood Pool (Requires One With Blood)

When in so much as a puddle of blood, you can use your action to disappear into the pool of blood, and reappear in another pool of blood within 80 ft. that you know of, can see, or smell.

Deep-vein Rebuke

When a creature you have damaged with a spell or an attack attacks you that you can see within 30 ft., you can expend 1 hit die to use your reaction to strum their veins like a lute, making them roll with disadvantage.

Blood-spike Rebuke

When a creature attacks and hits you that you can see within 60 ft., you can use your reaction to expend 1 hit die to spray the blood the blood they spilt back at them, dealing 2d10 slashing damage.

Form of Blood

Once per long rest, you can cast Polymorph on yourself by expending 2 hit dice.

More Blood

By expending 2 hit dice, you can cast a spell that normally takes an action as a bonus action.

Health Of Everlasting

When you roll hit dice during a short rest, treat them as if you rolled their maximum values. You gain +1 to your maximum hit points per level in Bloodmage.

Dried-Blood Shell

Your skin always secrets blood, coating your skin in thick, hardy dried blood like bark. You always start combat with 10 temporary hitpoints. This increases to 15 at 5th level, 20 at 9th, 25 at 15th, and 40 at 20th.

Love of Edged Weapons (Requires 5th level)

You are proficient with all edged weapons, even ones you have not used before. If you are using an edged weapon, you may make two attacks with it using the Attack action on your turn.

Body Over Mind

Your maximum Wisdom, Intelligence, and Charisma scores become 10. If they were 10 or higher, they are reduced to 10.

Increase your maximum hit points by 40.

Mind Over Body

You gain 4 points to distribute among your Intelligence, Charisma, and Wisdom scores. It also increases their maximum. Your maximum hit points is reduced by 40.

Blood Puppet (Requires 7th level)

If you have made a creature bleed with a spell or an attack that you can see within range, you can cast Hold Monster on the creature by expending 4 hit dice. You must finish a long rest before you can use this feature on the same creature again.

Lifedrinker

You consume the blood of your enemies and gain some of their skills. You gain 3 proficiences of your choice. (Any one weapon, medium armor, a tool kit, skills, etc.)

Bloody Familiar

You can cast Find Familiar at will without expending a spell slot be expending one hit die.

Smooth Veins

Whenever you regain hit points from one of your spells or a potion, you regain the maximum value.

Sinew-strap

When a creature you see within 30 ft. is dealt slashing, piercing, bludgeoning, lightning, fire, cold, acid, poison, necrotic, or force damage, you can use your reaction to repair their wound with your flesh before their mind even registers the pain. You take the damage instead.

Bloody Readings

You learn 3 spells from the Bloodmage spell list that you can cast.

The Perfect Body

When you are dealt damage from a slashing, piercing, bludgeoning, lightning, fire, cold, acid, poison, force, or necrotic source, you reduce the damage by 3.

Dark Art - Reaver

You've gone down the path of vicious, unrelenting close quarters violence. Your weapon that was used to spill your own blood is now used against your enemies.

Reaver Features

Level Feature
3 Bonus Proficiencies, Frenzy
6 Bloody Shield
10 Blood-Bath
14 Veinfinity
20 Impenetrable

Bonus Proficiencies

When you choose this subclass at 3rd level, you gain proficiency with medium armor, 2 bladed martial weapons of your choice, and two skills from: arcana, survival, intimidation, perception, history, deception.

Frenzy

When you reach 3rd level in this subclass, you are ferocious in combat. When making a melee weapon attack with a bladed weapon, you can use your Constitution modifier instead of Strength or Dexterity for damage and bonus to hit.

If you are bloodied (Half your maximum hit points), you may make a melee weapon attack on your turn as a bonus action.

Bloody Shield

When you reach 6th level in this subclass, you have learned to protect your allies with your magic, as well as yourself. Whenever a creature makes an attack that you can see within 30 ft., you can target the creature that they are attacking, provided you can see them, and give a bonus to their AC equal to your Constitution modifier. You can use this a number of times equal to your proficiency bonus. You recover uses on a long rest.

Blood-Bath

Starting at 10th level, when you reduce a creature to 0 hit points with a melee weapon attack or melee spell attack that is not an undead, construct, ooze, or plant, you gain an action that can be used for one attack, to move up to your speed, or cast a spell.

Veinfinity

When you reach 14th level in this subclass, you gain expertise in two skills you are proficient with.

Additionally, when you hit with a melee or spell weapon attack, you deal an additional 1d8 slashing damage.

Impenetrable

When you reach 20th level in this subclass, you are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Additionally, if you were to fail a Constitution saving throw, you can choose to succeed instead. You can use this three times before requiring a long rest.

Dark Art - Immortal

You've gone down the path of blood-manipulation, You are extremely hard to kill and can further manipulate your own body to enhance your spells and abilities.

Immortal Features

Level Feature
3 Steel Veins
6 Hemomantic Sacrifice
10 Enhanced Mind
14 Unyielding Force
20 Body Sewn Together

Steel Veins

Your maximum hit points increases by 1 when you choose this subclass. It also increases by 1 for each following level you take in Bloodmage.

Additionally, when rolling your hit die to determine your maximum hit points when leveling up, you cannot roll below the average of the die.

Hemomantic Sacrifice

At 6th level, you sow the wounds of other creatures with your flesh and blood. You can, as an action, reduce your hit points and hit point maximum to distribute the equivalent amount, divided as you choose, to any number of creatures that are not oozes, plants, constructs or undead within 30 ft. of you that you can see.

Enhanced Mind

At 10th level, you learn two spells from one of the following class spell lists: Cleric, Warlock, or Sorcerer.

Additionally, you gain proficiency in Wisdom saving throws.

Unyielding Force

At 14th level, when you cast a spell that would make a creature make a saving throw, you can force them to roll with disadvantage. You must have physically damaged them in some way. You can use this two times before requiring a long rest.

Body Sewn Together

When you reach level 20 in this class, if you were to start your turn with 0 hit points, you recover an amount of hit points equal to half of your current maximum hit points.

Spells

Blood Spike

Cantrip Hemomancy


  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Instant

You create a tough spike of blood that lauches from you to the creature. Make a ranged spell attack against the creature. On a hit, the target takes 1d8 necrotic damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Vein Drainage

Cantrip Hemomancy


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instant

Thin ribbons of blood erupt from a creature that you can see within range and enter your skin. The target must succeed on a Dexerity saving throw or take 1d10 piercing damage, healing you for half the damage dealt.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d810), and 17th level (4d10).

Brain Hemorrhage

1st-level Hemomancy


  • Casting Time: 1 Action
  • Range: 100 ft.
  • Components: V, S, M (ounce of Gorgon's blood)
  • Duration: (Concentration) Up to 1 minute

You attack the target's brain with infected blood cells. They take 1d8 Psychic damage. Then they must succeed a Constitution saving throw, or take 1d8 Psychic damage at the start of their turn until the spell ends. If they fail, they can rinse their head clean of the infected blood cells as an action, ending the spell.

Casting the spell at higher levels increases the damage die on failed saves by 1d8 for each spell level beyond the first, but to a maximum of 3d8.

Blood Armor

1st-level Hemomancy


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a morsel of flesh)
  • Duration: 4 hours

You expel blood from your system and cover yourself with it like a suit of armor. Your base AC becomes 12 + your Constitution modifier. The spell ends if you don armor or if you dismiss the spell as an action.

Forced Transfusion

2nd-level Hemomancy


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S, M (jar of molasses)
  • Duration: Instant

You attempt to siphon the blood from your enemy. You make an melee spell attack. On a hit, the target takes 3d6 necrotic damage and you heal for half the amount dealt.

Blood-stained Weapon

2nd-level Hemomancy


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S, M (your blood)
  • Duration: Instant

You coat a weapon in you vile blood. The next time it hits, it deals an additional 4d6 acid damage and you regain half the acid damage dealt.

Contagion

3rd-level Hemomancy


  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: V, S, M (1 gallon of human blood)
  • Duration: up to 1 minute

You create a blood red shard and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 + your Constitution modifier piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the shard exploded must succeed on a Constitution saving throw or take 2d6 necrotic damage and become diseased. When the diseased creature drops to 0 hit points it shoots out blood. Each creature within 5 feet of the point where a diseased creature died must succeed on a Constitution saving throw or take 2d6 necrotic damage and become diseased.

When you cast this spell using a spell slot of 4rth level or higher, you gain advantage on the ranged attack.

Blood Boiler

3rd-level Hemomancy


  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: V, S, M (1 flask of flammable oil)
  • Duration: Concentration, up to 1 minute

You attempt to boil the blood of one creature that you can see within range. It must succeed a Constitution saving throw. On a failed save, it is poisoned and takes 3d6 fire damage as its blood begins to heat to a boil. A creature poisoned by this spell takes 3d6 fire damage at the start of its turn then must make Constitution saving throw at the end of its turn. If it fails, they do not get another save.

When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature and the damage increases by 1d6 for each spell slot level above 3rd.

Wall of Blood

3rd-level Hemomancy


  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: V, S, M (A drop of water)
  • Duration: Concentration, up to 10 minutes

You conjure up a wall of blood on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. A creature that tries to pass through the wall takes 3d8 slashing damage. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 25 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.

Red Visage

4th-level Hemomancy


  • Casting Time: 1 Action
  • Range: Self (15 ft. radius)
  • Components: V, S, M (A drop of purified blood)
  • Duration: Concentration, up to 1 minute

You project an aura of your blood, your enemy's blood, even your allies to a 15 ft. radius from you. When you cast the spell, you decide if you want Death or Life. If you chose death, your blood slashes and cuts at everything in the vicinity. Any hostile creature starting its turn within range takes damage equal to your Constitution modifier. If you chose life, any conscious ally that starts its turn within range gains 10 temporary hit points. If an ally is unconscious, you may heal them for 1 hit point. They are poisoned until the end of their next turn.

Brain Infection

4th-level Hemomancy


  • Casting Time: 1 Action
  • Range: 30 ft
  • Components: V, S, M (4 worms)
  • Duration: Concentration, up to 10 minutes

You attempt to control a creature by the blood in its brain. It must succeed a Constitution saving throw. On a failure, it will obey simple commands and is friendly to you and those you designate as friendly until you or your allies do anything harmful to it. It will not perform actions that would harm it. If the spell lasts for its duration and ends, the creature takes 5d6 necrotic damage. It knows what you did to it.

This is not a charm effect.

Negative Energy Flood

5th-level Hemomancy


  • Casting Time: 1 Action
  • Range: Self (50 ft. radius)
  • Components: V, S, M (A dozen rotten eggs)
  • Duration: Instant

You strike the ground, creating a wave of blood that ripples outward from you. Each creature in range must succeed on a Constitution saving throw or take 5d6 bludgeoning damage, as well as 5d6 necrotic damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Lethargy

5th-level Hemomancy


  • Casting Time: 1 Action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You manipulate the energies within the body to bring an avalanche of encumberance on you your foes. Up to six creatures of your choice in a 40-foot cube within range each must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target's speed is halved, it takes a -4 penalty Dexterity saving throws, and it can't use reactions. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it, on a failure it suffers a level of exhaustion.

Puppet Master

6th-level Hemomancy


  • Casting Time: 1 Action
  • Range: 60 ft. cone
  • Components: V, S, M (blood of a newborn)
  • Duration: Instant

You channel the power of blood to create an army of enthralled beings. A dark violet energy erupts from your hands bending the body of those affected to your whim. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding.

You can issue any command you choose, short of an activity that would result in certain death.

Summon Blood-Pawn

6th-level Hemomancy


  • Casting Time: 1 Hour
  • Range: 60 ft. cone
  • Components: V, S, M (A cursed artifact worth 500 gold that is not consumed, tree sap, a witch's nose.)
  • Duration: 4 Hours

You are able to give blood a conscience, one pulled from the far plane of the Abyss. When you cast this spell you are able to conjure a loyal Blood Demon as a familiar. You may summon and dispel your blood demon using an Action until the duration of the spell wears off.


Blood Pawn

Large Fiend, Chaotic Evil


  • Armor Class (12+ Your Constitution modifier)
  • Hit Points 133
  • Speed 30 ft

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 4 (-3) 10 (+0) 13 (+1)

  • Saving Throws Str +7, Con +7
  • Skills Intimidation +4
  • Damage Resistances Necrotic
  • Condition Immunities charmed, frightened
  • Senses Dark vision 30 ft.
  • Languages Common (Can't speak)

Actions

Multiattack. The Blood Pawn makes 2 claw attacks, or one bite attack

Claw. Melee Weapon Attack: +7 to hit, 5ft., one target. Hit: 2d8+4 slashing damage

Bite. Melee Weapon Attack: +7 to hit, 5ft., one target. Hit: 2d10+4 slashing damage and the target is knocked prone

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Chill Touch
  • Frostbite
  • Infestation
  • Guidance
  • Mage Hand
  • Magic Stone
  • Message
  • Poison Spray
  • Produce Flame
  • Resistance
  • Spare the Dying
  • Toll the Dead
  • Vicious Mockery
  • Blood Spike
  • Vein Drainage
1st Level

Armor of Agathys Arms of Hadar Bless Bane Cause Fear Cure Wounds Detect Poison and Disease Dissonant Whispers Entangle Expeditious Retreat False Life Find Familiar Fog Cloud Ray of Sickness Sleep Thunderwave Unseen Servant Witch Bolt Brain Hemorrhage Blood Armor

2nd Level

Alter Self Blur Cloud of Daggers Darkness Darkvision Earthbind Enhance Ability Enlarge/Reduce Hold Person Levitate Locate Animals or Plants Magic Weapon Mirror Image See Invisibility Shadow Blade Shatter Spider Climb Spike Growth Web Forced Transfusion Blood-stained Weapon

3rd Level

Animate Dead Bestow Curse Counterspell Dispel Magic Fear Feign Death Fly Haste Hunger of Hadar Life Transference Magic Circle Revivify Sending Slow Speak with Dead Speak with Plants Stinking Cloud Summon Lesser Demon Tiny Servant Tongues Vampiric Touch Water Breathing Contagion Blood Boiler Wall of Blood

4th Level

Banishment Blight Control Water Death Ward Locate Creature Polymorph Resilient Sphere Shadow of Moil Sickening Radiance Summon Greater Demon Vitriolic Sphere Red Visage Brain Infection

5th Level

Animate Objects Antilife Shell Circle of Power Cloudkill Contagion Insect Plague Mass Cure Wounds Raise Dead Telepathic Bond Teleportation Circle Negative Energy Flood Lethargy

6th Level

Bones of the Earth Circle of Death Contingency Create Homunculus Create Undead Disintegrate Eyebite Harm Move Earth Soul Cage Tenser's Transformation True Seeing Wall of Thorns Puppet Master Summon Blood Pawn

7th Level

Crown of Stars Etherealness Finger of Death Fire Storm Power Word Pain Regenerate Simulacrum

8th Level

Clone Feeblemind Horrid Wilting Maddening Darkness Mighty Fortress Mind Blank Power Word Stun Telepathy

9th Level

Invulnerability Mass Polymorph Power Word Kill Psychic Scream Shapechange Time Stop True Polymorph Weird

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.