Blood Mage

by LazarusTheThird

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Blood Mage

Blood Mage

Clad in dark robes adorned with symbols of ancient blood rituals, a Blood Mage cuts a small gash on their arm, letting the blood flow freely. The crimson drops levitate before them, shaping into a blade that they launch towards their enemies, slicing through armor and flesh with ease.

In a shadowy chamber, a Blood Mage carefully measures drops of dragon’s blood into an intricate rune circle drawn on the stone floor. With each drop, the circle glows brighter, until a portal to a forbidden dimension cracks open, filling the air with a foreboding sense of dread.

Kneeling beside a fallen ally on a battlefield, a Blood Mage draws a vial of their own blood, chanting dark incantations. The blood flows into the wounds, knitting flesh and bone back together, bringing the ally back from the brink of death.

Blood Mages are feared manipulators of life essence, defined and united by the dark rituals they perform. Drawing on the vital essence that courses through living beings, they cast spells that drain life, control minds, and summon creatures born of blood and darkness. Their magic can heal the gravest wounds, bind the will of enemies, or transform the battlefield into a scene of carnage. Their most potent rituals can resurrect the dead, conjure storms of blood, or open rifts to dimensions teeming with otherworldly horrors.

Masters of Hemomancy

Dark and arcane, feared by many, the power of blood magic draws those who seek to harness the very essence of life. Driven by a desire for ultimate control and the ability to alter fate itself, Blood Mages manipulate their own life force and the life force of others to achieve their aims. The casting of a blood spell often requires the sacrifice of a few drops of their own blood or that of their enemies, a grim reminder of the power and price of hemomancy. These potent rituals are perfected over years of forbidden study and perilous experimentation.

Blood Mages walk a perilous path. Unlike other mages, they do not just command the elements or the arcane; they wield the raw, vital essence of living beings. Their spells evolve as they delve deeper into the secrets of hemomancy, learning from ancient texts, dark rituals, and the cryptic knowledge of powerful beings that dwell in the shadows. While the rewards are great, so too are the risks, and each spell cast brings them closer to the abyss.

The Allure of Blood

Blood Mages' lives are never ordinary. The closest a Blood Mage might come to a conventional life is serving as a healer or apothecary, using their knowledge of life forces to mend wounds and cure diseases. Others delve into the shadows, offering their services as assassins, spies, or mercenaries, manipulating the very essence of their targets to gain an edge. Some pursue darker paths, dabbling in necromancy and shadowy rituals.

Yet, it is the siren call of ultimate power that draws even the most cautious Blood Mage from their hidden sanctuaries and into the depths of ancient crypts and forgotten battlefields. Many Blood Mages believe that their predecessors in lost civilizations wielded secrets of hemomancy that are beyond modern understanding, and uncovering these secrets could grant them powers unimaginable in the current age. Each drop of blood spilled in their quest is a step closer to harnessing the forbidden knowledge of the ancients.

Creating a Blood Mage

Crafting a Blood Mage character requires an intriguing backstory steeped in mystery and danger. What event first drew your character to the dark arts of hemomancy? Was it a desperate need to save a loved one, or a dark pact with a mysterious entity? Did your character witness the forbidden power of blood magic firsthand, or discover an ancient tome filled with cryptic rituals?

Consider how your Blood Mage learned to harness the essence of life itself. Do they possess an innate talent, or did they undergo rigorous and often painful trials to master their craft? Perhaps they were apprenticed to a dark mentor or found themselves compelled to experiment through a personal tragedy.

What drives your Blood Mage to leave the safety of their hidden lair? Is it the thirst for deeper knowledge, the allure of untapped power, or the promise of revenge? Have they heard whispers of a lost civilization whose hemomantic secrets remain hidden? Maybe they seek to test their powers in the face of mortal peril, or aim to right a grave wrong with the ultimate weapon: blood magic.


Quick Build

You can make a blood mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the blood boil, hemokinesis, spare the dying, and absorb pain cantrips, along with the 1st-level spells inflict wounds and cure wounds.

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BLOOD MAGE | Class Overview
The Blood Mage
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Sanguine Recovery, Spellcasting 4 2
2nd +2 Blood Rite, Blood Sacrifice 4 3
3rd +2 Cantrip Formulas 4 4 2
4th +2 Ability Score Improvement 5 4 3
5th +3 5 4 3 2
6th +3 Blood Rite Feature 5 4 3 3
7th +3 5 4 3 3 1
8th +3 Ability Score Improvement 5 4 3 3 2
9th +4 Blood Ward 5 4 3 3 3 1
10th +4 Blood Rite Feature 6 4 3 3 3 2
11th +4 6 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 4 3 3 3 2 1
13th +5 Sanguine Resilience 6 4 3 3 3 2 1 1
14th +5 Blood Rite Feature 6 4 3 3 3 2 1 1
15th +5 6 4 3 3 3 2 1 1
16th +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1
17th +6 Potent Blood Magic 6 4 3 3 3 2 1 1 1 1
18th +6 Crimson Mastery 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 Blood Ascendant 6 4 3 3 3 3 2 2 1 1

Class Features

As a Blood Mage, you gain the following class features.

Hit points


  • Hit Dice: 1d8 per Blood Mage Level
  • Hit Points at First Level: 8 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Blood Mage level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, shortswords, slings, quarterstaffs, light crossbows
  • Tools: Poisoner's Kit, Herbalist's Kit

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, History, Intimidation, Medicine, Religion, and Insight.

Equipment

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

  • A dagger
  • (a) an explorer’s pack or (b) a scholar’s pack
  • A spellcasting focus (blood vial)
  • A spellbook

Sanguine Recovery

1st-level blood mage feature

Starting at 1st level, you can use a bonus action to regain expended spell slots. The spells slots can have a combined level equal to or less than half your Blood Mage level (rounded up), and you take 1d6 necrotic damage per level of the spell slot recovered. You cannot reduce this damage in any way.

You can use this feature once per short or long rest.

Spellcasting

1st-level blood mage feature

As a Blood Mage, your study of arcane blood rituals and ancient tomes has allowed you to harness the power of blood magic.

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BLOOD MAGE | Class Overview

Cantrips

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

Spellbook

At 1st level, you have a spellbook containing six 1st-level spells of your choice from the blood mage spell list. Your spellbook is the repository of the blood rituals you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Blood Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Blood Mage 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.

You prepare the list of Blood Mage spells that are available for you to cast. To do so, choose a number of Blood Mage spells from your spellbook equal to your Intelligence modifier + your Blood Mage level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level Blood Mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Blood Mage spells requires time spent studying your spellbook and performing blood rituals: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Blood Mage spells, as the power of your magic relies on your careful study and control of blood magic. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier
  • Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a Blood Mage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. The ritual must be drawn using your own blood, costing 1d4 hit points per spell level (This damage can not be reduced in any way).

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Blood Mage spells.

Learning Spells of 1st Level and Higher


Each time you gain a Blood Mage level, you can add two blood mage spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Blood Mage table.

Additionally, when you find a blood mage spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to transcribe it. For each level of the spell, the process takes 2 hours and costs 50 gp for the rare inks and materials needed to inscribe it, and you take 1d6 necrotic damage per spell level (this damage cannot be reduced by any means) to use your blood to complete the transcription.

Blood Rite

2nd-level blood mage feature

When you reach 2nd level, you choose a Blood Rite that shapes your practice of blood magic. The Blood Rite you select represents a specific approach to manipulating life force and the arcane power hidden within blood. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Blood Sacrifice

Starting at 2nd level, you can empower your spells by sacrificing your own life force. When you cast a spell that deals damage, you can choose to take 1d6 necrotic damage to increase the spell attack damage by a number equal to your Intelligence modifier. The necrotic damage cannot be reduced in any way.

You can use this feature a number of times equal to your Constitution modifier (minimum of once) per long rest.

Cantrip Formulas

3rd-level blood mage optional feature

You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the blood mage spell list.

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BLOOD MAGE | Class Overview

Ability Score Improvement

4th-level blood mage feature

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Blood Rite Feature

6th-level blood mage feature

At 6th level, you gain a feature granted by your Blood Rite.

Ability Score Improvement

8th-level blood mage feature

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Blood Ward

9th-level blood mage feature

You have mastered the manipulation of blood to create a powerful protective shield. When you take damage, you can use your reaction to absorb and convert half of the damage into necrotic energy. You take only half of the original damage as necrotic damage, nullifying the rest. The necrotic damage you take bypasses any resistances or immunities you have.

You can use this feature a number of times equal to your Constitution modifier (minimum of once) per long rest.

Blood Rite Feature

10th-level blood mage feature

At 10th level, you gain a feature granted by your Blood Rite.

Ability Score Improvement

12th-level blood mage feature

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Sanguine Resilience

13th-level blood mage feature

Your mastery over blood magic grants you increased vitality. When you roll hit dice to regain hit points during a short rest, you can choose to regain an additional number of hit points equal to half your blood mage level (rounded down). Additionally, any necrotic damage you take from your own class abilities is reduced by 2.

Blood Rite Feature

14th-level blood mage feature

At 14th level, you gain a feature granted by your Blood Rite.

Ability Score Improvement

16th-level blood mage feature

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Potent Blood Magic

17th-level blood mage feature

Your control over blood magic reaches its peak. Whenever you cast a spell that deals damage, you can choose to take necrotic damage equal to half your Blood Mage level (rounded up) to maximize the damage of one spell you cast without needing to roll dice for it. Additionally, when a creature dies within 30 feet of you, you can use your reaction to absorb its blood essence, regaining hit points equal to its Constitution modifier (minimum of 1).

You can use this feature to maximize damage once per long rest. The reaction to absorb blood essence can be used a number of times equal to your Intelligence modifier per long rest.

Crimson Mastery

18th-level blood mage feature

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level blood mage spell and a 2nd-level blood mage spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Ability Score Improvement

19th-level blood mage feature

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

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BLOOD MAGE | Class Overview

Blood Ascendant

20th-level blood mage feature

At 20th level, you achieve the pinnacle of blood magic, becoming a true master of hemomancy. You gain the following benefits:

  • Undying Vitality: When you drop to 0 hit points but are not killed outright, you can choose to instead drop to 1 hit point and regain hit points equal to half your maximum HP. Once you use this feature, you cannot do so again until you finish a long rest.
  • Bloodstorm: Once per long rest, you can unleash a torrent of blood magic in a 30-foot radius around you. Every creature of your choice within this area must make a Constitution saving throw. On a failed save, a creature takes 10d6 necrotic damage and is stunned for 1 minute. On a successful save, a creature takes half damage and isn't stunned. You regain hit points equal to the total necrotic damage dealt by this ability.
  • Sanguine Immortality: You stop aging, and you no longer require food or water to survive.

Blood Rite: Puppeteer of Flesh

In the dark art of the Blood Rite, the Puppeteer of Flesh stands as a master of macabre control. These sinister mages manipulate the very essence of life, turning veins into strings and muscles into marionettes. They can command enemies with the flick of a wrist, bending foes to their will and transforming the battlefield into a gruesome puppet show. Each movement of the Puppeteer drips with dread, every whispered incantation tightens their hold.

There are few sights more chilling than a Puppeteer of Flesh orchestrating their ghastly ballet, commanding thralls with malevolent precision. Those who dare to oppose them will find themselves dancing to a dreadful tune, unable to resist the Puppeteer's blood-chilling choreography.

Blood Puppet

2nd-level blood puppeteer feature

At 2nd level, as an action, you can take control of a creature's body for a brief moment. Choose one creature of size one category higher or smaller within 60 feet that you can see. They must make a Constitution saving throw against your spell save DC. On a failure, you control one of their actions on their next turn. You can force them to do anything that does not directly harm themselves, such as moving, interacting with objects, or attacking another creature. However, you cannot make them use verbal components or use an item that you do not know how to use. The creature takes 1d6 necrotic damage as part of this control. Damage taken from this feature does not break the control.

You can use this ability a number of times equal to your proficiency bonus per long rest.

Puppeteer’s Glance

2nd-level blood puppeteer feature

At 2nd level, as a bonus action, you can impose a brief compulsion on a creature within 30 feet. The target must make a Constitution saving throw against your spell save DC. On a failure, they are forced to move up to 10 feet in a direction of your choice, immediately using their reaction to do so. This movement does not provoke attacks of opportunity. If the target succeeds on the saving throw, they are immune to this effect for 24 hours.

Once you use this ability, you must finish a short or long rest before using it again.

Expanded Control

6th-level blood puppeteer feature

When you reach 6th level, your control over your blood puppets improves. When you use Blood Puppet, you can now control one additional movement or bonus action in addition to their primary action. The necrotic damage they take increases to 2d6.

Master's Grip

10th-level blood puppeteer feature At 10th level, when you control a creature using Blood Puppet, you can attempt to restrain them in place. As a bonus action, you can force the creature to make a Strength saving throw. On a failure, they are restrained until the end of your next turn, and increase the size to two category higher or smaller.

Additionally, when you use Puppeteer’s Glance, you can now force the target to move up to 20 feet instead of 10.

Domination of Flesh

14th-level blood puppeteer feature When you reach 14th level, your control over other creatures' blood becomes nearly absolute. As an action, you can target a creature within 60 feet. The creature must succeed on a Constitution saving throw or fall completely under your control for up to 1 minute, the creature repeats this tests at the start of each of their turns, as if dominated (similar to Dominate Monster, but without concentration). You can control their actions as long as they do not directly harm themselves, and they take 3d6 necrotic damage at the end of each of their turns while controlled. Damage taken from this feature does not break the control.

Once you use this ability, you must finish a long rest before using it again.

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BLOOD MAGE | Class Overview

Blood Rite: Crimson Scourge

Among the formidable Blood Rites, the Crimson Scourge channels the untamed fury of blood magic to amplify their spells with devastating power. These relentless mages draw upon their own life force, transforming it into raw magical energy that strikes with the intensity of a thousand blades. The air crackles with crimson energy as they cast spells that sear, rend, and obliterate their enemies with ferocious precision.

Each incantation is a testament to their mastery, turning the battlefield into a scene of unrivaled destruction. With every spell, the Crimson Scourge leaves behind scorched earth and shattered foes. Fear grips the hearts of those who face them, for they know that to face a Crimson Scourge is to encounter a tempest of blood-fueled magic, relentless and unforgiving.

Enhanced Blood Sacrifice

2nd-level crimson scourge feature

Starting at 2nd level, you improve your Blood Sacrifice ability. You can now use Blood Sacrifice on any spell you cast, regardless of whether it is a spell attack or requires a saving throw. Additionally, the number of uses is less restricted: you can use Blood Sacrifice once per turn, rather than a limited number of times per long rest. You still take 1d6 necrotic damage each time you use it, and this damage cannot be reduced.

Crimson Fury

2nd-level crimson scourge feature

When you take necrotic damage from your own abilities, such as Blood Sacrifice, you gain advantage on your next attack roll, saving throw, or concentration check before the end of your next turn. This ensures your offensive focus doesn’t falter under pressure.

Once you use this ability, you must finish a short or long rest before using it again.

Sanguine Burst

6th-level crimson scourge feature

When you reduce a creature to 0 hit points with a spell or class ability, you can use your bonus action to cause a burst of blood. Each creature within 10 feet of the target must make a Dexterity saving throw, taking 2d6 necrotic damage on a failed save or half as much on a success. This complements your offensive abilities by turning each kill into an area of effect damage opportunity.

Bloodburn

10th-level crimson scourge feature

Your blood fuels the flames of your spells. When you cast a spell of 1st level or higher, you can choose to take necrotic damage equal to twice the spell’s level to increase its damage by 50%. Once you use this feature, you can’t use it again until you finish a short or long rest. This adds further destructive power to your higher-level spells, allowing you to deal devastating bursts of damage when needed.

Bloodnova

14th-level crimson scourge feature

As an action, you can unleash a devastating explosion of blood magic. Every creature of your choice within a 30-foot radius centered on you must make a Constitution saving throw. On a failure, they take 8d6 necrotic damage and are stunned until the end of your next turn. On a success, they take half damage and are not stunned. You take 3d6 necrotic damage when you use this ability. Once you use this feature, you can’t use it again until you finish a long rest. This ability serves as the ultimate destructive expression of your blood magic, affecting multiple foes in a large area.

Blood Rite: Sanguine Healer

In the enigmatic world of Blood Rites, the Sanguine Healer harnesses the restorative power of blood to mend and protect. These compassionate yet fierce mages draw upon their own life force to heal wounds, cure ailments, and shield their allies from harm. With every incantation, the air fills with a soothing, yet potent energy as they channel their vitality into those in need.

Their abilities to transfer life force are nothing short of miraculous, transforming the battlefield into a sanctuary where allies find renewed strength and vigor. The Sanguine Healer stands as a beacon of hope amid chaos, using their blood magic to turn the tide of battle, not through destruction, but through lifesaving magic. Their presence assures that even in the darkest of times, there is always a glimmer of life.

Blood Transference

2nd-level sanguine healer feature

You can heal others by transferring your own vitality. As an action, you can touch a creature and take 1d6 necrotic damage per spell slot level to heal them for an amount equal to twice the damage you took. You can use this ability a number of times equal to your Intelligence modifier per long rest.

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BLOOD MAGE | Class Overview

Sanguine Ward

2nd-level sanguine healer feature

Whenever you take necrotic damage from your own abilities, you can grant yourself temporary hit points equal to the damage taken. These temporary hit points last for 1 minute or until depleted.

Once you use this ability, you must finish a short or long rest before using it again.

Vital Bond

6th-level sanguine healer feature

As an action, you can create a life-link between yourself and one willing creature within 30 feet. While linked, any healing you receive also heals the bonded creature for the same amount. The bond lasts for 1 minute or until you or the creature drop to 0 hit points. Once you use this feature, you can’t use it again until you finish a short or long rest.

Blood Mending

10th-level sanguine healer feature

When you heal a creature using Blood Transference, you can also end one condition afflicting them (blinded, deafened, paralyzed, or poisoned). Additionally, if you take necrotic damage from your own abilities, you can transfer half that amount as healing to a creature within 30 feet.

Blood of the Martyr

14th-level sanguine healer

You can now sacrifice your own vitality to bring others back from the brink of death. As an action, you can take necrotic damage equal to half your maximum hit points to restore one creature within 10 feet to full hit points. The target also gains temporary hit points equal to your Intelligence modifier. Once you use this feature, you must finish a long rest before using it again.

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BLOOD MAGE | Class Overview

Blood Mage Spell List

Cantrips (0 Level)
  • Acid
  • Blood Boil*
  • Blood Siphon*
  • Blood Spear*
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Frostbite
  • Gust
  • Hemokinesis*
  • Infestation
  • Light
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Message
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shape Water
  • Shocking Grasp
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead
1st Level
  • Absorb Elements
  • Absorb Pain*
  • Alarm
  • Bane
  • Blood Bond*
  • Blood Spike*
  • Burning Hands
  • Catapult
  • Cause Fear
  • Chromatic Orb
  • Color Spray
  • Command
  • Comprehend Languages
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Earth Tremor
  • Expeditious Retreat
  • Flase Life
  • Feather Fall
  • Find Familiar
  • Fog Cloud
  • Grease
  • Ice Knife
  • Identify
  • Illusory Script
  • Inflict Wounds
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Silent Image
  • Silvery Barbs
  • Sleep
  • Snare
  • Tasha's Caustic Brew
  • Tasha's Hideous Laughter
  • Tenser's Floating Disk
  • Thunderwave
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Aganazzar's Scorcher
  • Agonizing Graps*
  • Air Bubble
  • Alter Self
  • Arcane Lock
  • Arcane Vigor
  • Blindness/Deafness
  • Blood Weapon*
  • Bloodburst
  • Blur
  • Borrowed Knowledge
  • Calm Emotions
  • Cloud of Daggers
  • Continual Flame
  • Crimson Deluge*
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon's Breath
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps
  • Flaming Sphere
  • Gentle Repose
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Kinetic Jaunt
  • Knock
  • Levitate
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Maximillian's Earthen Grasp
  • Melf's Acid Arrow
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Nathair's Mischief
  • Nystul's Magic Aura
  • Phantasmal Force
  • Protection from Poison
  • Pyrotechnics
  • Ray of Enfeeblement
  • Rime's Binding Ice
  • Rope Trick
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Silence
  • Skywrite
  • Snilloc's Snowball Swarm
  • Spider Climb
  • Spray of Cards
  • Suggestion
  • Tasha's Mind Whip
  • Vital Surge*
  • Vortex Wrap
  • Warding Bond
  • Warding Wind
  • Warp Sense
  • Web
  • Wither and Bloom
  • Zone of Truth
3rd Level
  • Animate Dead
  • Antagonize
  • Ashardalon's Stride
  • Bestow Curse
  • Blink
  • Blood Pact*
  • Blood Shield*
  • Catnap
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Erupting Earth
  • Fear
  • Feign Death
  • Fireball
  • Flame Arrows
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Intellect Fortress
  • Leomund's Tiny Hut
  • Life Transference
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Melf's Minute Meteors
  • Nondetection
  • Phantom Steed
  • Poisonous Blood*
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sanguine Orb*
  • Sending
  • Sleet Storm
  • Slow
  • Speak with Dead
  • Stinking Cloud
  • Summon Fey
  • Summon Lesser Demons
  • Summon Shadowspawn
  • Summon Undead
  • Thunder Step
  • Tidal Wave
  • Tiny Servant
  • Tongues
  • Vampiric Touch
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk

Note: The * symbol indicates a homebrew spell.

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BLOOD MAGE | Class Overview
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Blood Blade*
  • Charm Monster
  • Confusion
  • Conjure Minor Elementals
  • Control Water
  • Crimson Trap*
  • Dark Sacrament*
  • Death Ward
  • Dimension Door
  • Elemental Bane
  • Evard's Black Tentacles
  • Fabricate
  • Fire Shield
  • Gate Seal
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Leomund's Secret Chest
  • Locate Creature
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Phantasmal Killer
  • Polymorph
  • Raulothim's Psychic Lance
  • Sickening Radiance
  • Spirit of Death
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Summon Aberration
  • Summon Construct
  • Summon Elemental
  • Summon Greater Demon
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Absorb Damage*
  • Animate Objects
  • Bigby's Hand
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane
  • Contagion
  • Control Winds
  • Create Spelljamming Helm
  • Creation
  • Danse Macabre
  • Dawn
  • Dominate Person
  • Dream
  • Enervation
  • Far Step
  • Geas
  • Hold Monster
  • Immolation
  • Infernal Calling
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Negative Energy Flood
  • Passwall
  • Planar Binding
  • Raise Dead
  • Rary's Telepathic Bond
  • Scrying
  • Seeming
  • Skill Empowerment
  • Steel Wind Strike
  • Summon Draconic Spirit
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Transmute Rock
  • Wall of Force
  • Wall of Light
  • Wall of Stone
6th Level
  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Contingency
  • Create Homunculus
  • Create Undead
  • Disintegrate
  • Draining Siphon*
  • Drawmij's Instant Summons
  • Eyebite
  • Fizban's Platinum Shield
  • Flesh to Stone
  • Globe of Invulnerability
  • Guards and Wards
  • Harm
  • Heal
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Magic Jar
  • Mass Suggestion
  • Mental Prison
  • Move Earth
  • Otiluke's Freezing Sphere
  • Otto's Irresistible Dance
  • Programmed Illusion
  • Scatter
  • Soul Cage
  • Summon Fiend
  • Sunbeam
  • Tasha's Otherworldly Guise
  • Tenser's Transformation
  • True Seeing
  • Wall of Ice
7th Level
  • Create Magen
  • Crown of Stars
  • Delayed Blast Fireball
  • Draconic Transformation
  • Dream of the Blue Veil
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Forcecage
  • Mirage Arcane
  • Mordenkainen's Magnificent Mansion
  • Mordenkainen's Sword
  • Plane Shift
  • Power Word Pain
  • Prismatic Spray
  • Project Image
  • Regenerate
  • Resurrection
  • Reverse Gravity
  • Sequester
  • Simulacrum
  • Symbol
  • Teleport
  • Whirlwind
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Antimagic Field
  • Antipathy/Sympathy
  • Blazing Blood*
  • Clone
  • Control Weather
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Illusory Dragon
  • Incendiary Cloud
  • Maddening Darkness
  • Maze
  • Mighty Fortress
  • Mind Blank
  • Power Word Stun
  • Red Rain*
  • Sunburst
  • Telepathy
9th Level
  • Absolve Death*
  • Astral Projection
  • Blood Covenant*
  • Foresight
  • Gate
  • Imprisonment
  • Invulnerability
  • Mass Heal
  • Mass Polymorph
  • Meteor Swarm
  • Power Word Heal
  • Power Word Kill
  • Prismatic Wall
  • Psychic Scream
  • Shapechange
  • Time Stop
  • True Polymorph
  • True Resurrection
  • Weird
  • Wish

Note: The * symbol indicates a homebrew spell.

9
BLOOD MAGE | Class Overview

Homebrew Spells

Blood Boil

Necromancy Cantrip


  • Casting Time: Action
  • Range: 30 ft
  • Components: V, S
  • Duration: Instantaneous

Description: You cause the blood within a target's veins to heat up, causing them excruciating pain. Choose one creature within range. The target must succeed on a Constitution saving throw or take 1d8 necrotic damage.

At Higher Levels: The damage increases as you gain higher levels: 5th level (2d8), 11th level (3d8), and 17th level (4d8).


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy Wizard

Blood Siphon

Necromancy Cantrip


  • Casting Time: Action
  • Range: 30 ft
  • Components: V, S
  • Duration: Instantaneous

Description: You draw a small amount of life force from a target and transfer it to yourself. Choose one creature within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage, and you regain hit points equal to half the necrotic damage dealt (rounded up).

At Higher Levels: The damage increases as you gain higher levels: 5th level (2d4), 11th level (3d4), and 17th level (4d4).


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy Wizard

Blood Spear

Necromancy Cantrip


  • Casting Time: Action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

Description: You use your own blood to form a spear and hurl it at a target. When you cast this spell, you take 2 necrotic damage, and the blood you lose forms the spear. Choose one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 + your spellcasting ability modifier piercing damage.

At Higher Levels: You can create additional spears when you reach higher levels: two spears at 5th level, three spears at 11th level, and four spears at 17th level. Each additional spear requires a separate ranged spell attack roll, deals 1d8 + your spellcasting ability modifier piercing damage on a hit, and causes you to take an additional 2 necrotic damage per spear.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy Wizard

Hemokinesis

Necromancy Cantrip


  • Casting Time: Action
  • Range: 60 ft
  • Components: V, S
  • Duration: Varies (Instantaneous or up to 1 hour)

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

  • Blood Scent: You cause the blood to bubble and froth, creating the strong scent of blood in the air. This smell reaches 120 feet out in all directions from the blood and lasts for 1 hour.

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

  • Blood Flow: 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.

  • Blood Push: You target one creature of size Medium or smaller that you can see within range and attempt to push the blood in its body, if it has blood. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed saving throw, you can push the target up to 5 feet in any direction.

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


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy Wizard
10
BLOOD MAGE | Class Overview

Absorb Pain

1st level Evocation


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

Description: A creature other than yourself that you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier. You take necrotic damage equal to half the amount healed (rounded up). This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st, and the damage taken by you increases proportionally.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy

Blood Bond

1st level Necromancy


  • Casting Time: Action
  • Range: 30 ft
  • Components: V, S
  • Duration: 1 hour

Description: You form a bond of blood with a willing creature within range. Both you and the target creature share a portion of your life force, connecting your vitality. As long as the bond lasts, you can use a reaction action to transfer hit points between you and the target, up to an amount equal to twice your spellcasting ability modifier. This transfer cannot reduce either creature below 1 hit point.

Additional Effect: If either you or the bonded creature take damage, the other can use their reaction to absorb half of that damage, splitting it evenly between both of you. This effect also cannot reduce either of you below 1 hit point.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the amount of hit points you can transfer increases by 2 for each slot level above 1st.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy

Blood Spike

1st level Necromancy


  • Casting Time: Action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous

Description: You summon spikes of coagulated blood that erupt from the ground, impaling enemies within range. Choose a point within range; each creature in a 10-foot radius centered on that point must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). A creature takes 2d6 necrotic damage on a failed save, or half as much damage on a successful one.

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


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy

Agonizing Grasp

2nd level Necromancy


  • Casting Time: Action
  • Range: 60 ft
  • Components: V, S, M (a frayed piece of cord)
  • Duration: Concentration, up to 1 minute

Description: Choose a creature that you can see within range. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be afflicted with excruciating muscle spasms for the duration. A creature affected in this way has its speed halved and rolls attacks with disadvantage. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy

Blood Weapon

2nd level Necromancy


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

Description: You conjure a weapon formed from your own blood, suffering 4 necrotic damage in the process. This crimson weapon can either act on its own, attacking enemies within range, or be wielded directly by you. The weapon deals 1d10 necrotic damage on a hit, and it can be any weapon form you choose (sword, axe, spear, etc.). As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for every two slot levels above 2nd.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy
11
BLOOD MAGE | Class Overview

Bloodburst

2nd level Necromancy


  • Casting Time: Action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous

Description: Choose one creature you can see within range that has blood. Thick, hot blood surges from your hand, striking the target. Make a spell attack roll against that creature. On a hit, the target takes 2d10 necrotic damage. If this damage reduces the target to 0 hit points, its blood bursts from within its body, spraying nearby foes with gore. Each creature within 10 feet of the target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, a creature takes 2d8 necrotic damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage on the hit dealt increases by 1d10 for each slot level above 2nd.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy

Crimson Deluge

2nd level Necromancy


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

Description: You conjure a rain of blood in a 30-foot-radius area centered on a point of your choice within range. Creatures in the area start bleeding profusely as their blood loses its ability to coagulate. For the duration, every time a creature in the area takes bludgeoning, piercing, or slashing damage, they lose an additional 1d6 hit points from the continuous bleeding on the first attack of each creature. Creatures immune to bludgeoning, piercing, and slashing damage are immune to this effect.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the additional loss of hit points increases by 1d6 for each slot level above 2nd.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy

Vital Surge

2nd level Necromancy


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

Description: You touch a willing creature with blood and infuse its bloodstream with potent magic. The target has advantage on saving throws against nonmagical diseases until the spell ends.

The first time the target takes damage that reduces its hit points to less than half of its maximum hit points, a burst of blood erupts from its veins, ending the spell early. The target gains 3d6 temporary hit points that last for 1 minute, and each creature within 10 feet must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or take 2d6 force damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points both increase by 1d6 for each slot level above 2nd.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy

Blood Pact

3rd level Necromancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a silver bowl worth 75gp, a silver needle, and a drop of blood from two willing participants)
  • Duration: Until fulfilled or broken

Description: This spell creates a binding magical contract between willing participants. Each participant states their desires for the agreement. The caster then defines a stipulation to occur if any participant fails or refuses to uphold their end of the bargain. The stipulation can range from mild to severe, including consequences as extreme as death, but it must be agreed upon by all parties involved.

Once the terms and stipulation are agreed upon, the caster pricks each participant with a silvered needle, collecting a drop of their blood. The blood is then dropped into a silver bowl, where it congeals into a solid, red, polyhedral shape that serves as the magical contract.

When the terms of the agreement are fulfilled, the polyhedral shape breaks apart and transforms back into blood. If the terms are not met, the polyhedral shape turns black, and the stipulated consequence takes effect.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy
12
BLOOD MAGE | Class Overview

Blood Shield

3rd level Necromancy


  • Casting Time: Reaction, which you take when you are hit by an attack or targeted by the magic missile spell
  • Range: Self
  • Components: V, S, M (a vial of vampire blood)
  • Duration: Until the start of your next turn

Description: You sacrifice a portion of your life essence to produce a barrier of dark force around yourself, disrupting incoming attacks. You take 2d10 necrotic damage when you cast this spell. Until the start of your next turn, you gain a bonus to your AC equal to 5 + your spellcasting modifier. This bonus is applied to the triggering attack, and you take no damage from magic missile.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy

Poisonous Blood

3rd level Necromancy

  • Casting Time: Action
  • Range: Self
  • Components: V, S, M (a vial of snake venom)
  • Duration: Concentration, up to 1 minute

Description: You infuse your blood with a potent venom, making it toxic to those who harm you. For the duration of the spell, any creature that hits you with a melee attack it must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) on a fail it takes 2d4 poison damage, on a success take half as much. Additionally, if a creature grapples you or is grappled by you, the creature is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the poison damage increases by 1d4 for each slot level above 3rd.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy

Sanguine Orb

3rd level Necromancy


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

Description: You create a pulsing orb of red energy that floats at a point you can see within range. It emits dim light in a 20-foot radius. At the end of each of your turns, each creature other than you within 20 feet of the orb must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, a creature takes 2d6 necrotic damage, or 2d12 necrotic damage if it has no more than half of its hit points remaining. On a successful save, a creature takes half as much damage.

If a creature is reduced to 0 hit points by this spell, the orb collects some of its blood. It cannot collect blood from the same creature twice. When the spell ends, the blood strengthens you, granting you 1d6 temporary hit points for each creature the orb collected blood from.

This spell has no effect on creatures with no blood.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and 1d12 respectively for each slot level above 3rd.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy

Blood Blades

4th level Necromancy


  • Casting Time: Action
  • Range: Self (30-foot cone)
  • Components: V, S, M (a vial of demonic blood worth at least 100 gp, which the spell consumes)
  • Duration: Instantaneous

Description: You coat your fingers in demonic blood, imbuing the liquid with dark magic. With a swift motion, the blood flies from your fingertips and hardens into razor-sharp blades that slice through everything in a 30-foot cone in front of you before disintegrating. Each creature in the cone must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, a creature takes 4d12 slashing damage and cannot regain hit points until the start of your next turn. On a successful save, a creature takes half as much damage and suffers no additional effects.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy
13
BLOOD MAGE | Class Overview

Crimson Trap

4th level Necromancy


  • Casting Time: Action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous

Description: When you cast this spell, expend and roll half of your total hit dice. You lose hit points equal to the total you rolled as blood explodes from your body. Your magic infuses the spilled blood as it is absorbed into the ground. Shortly after, the blood bursts forth from the ground, forming a large bear trap at a point you can see within range.

Choose one creature you can see within range. That creature must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature takes piercing damage equal to 4d10. On a successful save, the creature takes half as much damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy

Dark Sacrament

4th level Necromancy


  • Casting Time: Action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous

Description: As part of casting this spell, you must expend four hit dice, or the spell automatically fails. If you do, make a melee spell attack against a creature within 5 feet using the material component. On a hit, the creature takes 4d8 necrotic damage. If this damage reduces the creature to 0 hit points, it immediately dies, and you gain one of the following dark blessings of your choice:

Unassailable: You have advantage on all saving throws.

Unbreakable: Your size increases by one category (e.g., from Medium to Large), you gain a number of temporary hit points equal to your Constitution modifier (minimum 1) at the start of each of your turns, and your weapon attacks deal an additional 1d4 damage.

Unerring: Your proficiency bonus increases by 2.

Your dark blessing ends after 1 minutes or when you are reduced to 0 hit points, whichever happens first. You have vulnerability to radiant damage.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy

Absorb Damage

5th level Necromancy


  • Casting Time: Action
  • Range: 60 ft
  • Components: V, S, M (a bloodstone worth at least 100 GP)
  • Duration: Instantaneous

Description: You create a protective sphere around yourself, choosing up to six creatures within a 30-foot-radius sphere centered on you. You temporarily gain hit points equal to 15 x the number of selected creatures. Any damage that would normally be taken by the chosen creatures is absorbed by you instead. This damage does not provoke concentration checks.

When the spell ends, any remaining temporary hit points are lost, and you return to your original hit points before casting the spell. If you take more damage than the temporary hit points you gained, the excess damage is applied to your remaining hit points as normal.

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


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy

Draining Siphon

6th level Necromancy


  • Casting Time: Action
  • Range: Self (30-foot Radious)
  • Components: V, S, M (a mosquito antenna inside a bloodstone-decorated metal straw worth at least 120 gp)
  • Duration: Instantaneous

Description: You create a whirling siphon of necrotic energy that sucks the life force from living creatures within a 60-foot cone originating from you. Each creature must make a dexterity saving throw or take 2d8. This spell has no effect on undead or constructs.

Each affected creature takes necrotic damage equal to the hit points designated to it. After resolving the damage, you regain hit points equal to half the total hit points affected by the spell.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, roll an additional 2d8 for each slot level above 7th.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy

Blazing Blood

8th level Necromancy


  • Casting Time: Action
  • Range: 60ft
  • Components: V, S, M (vial of phoenix ash)
  • Duration: Instantaneous

Description: You attempt to transform the blood of up to three creatures you can see within range into a blazing fluid. Each creature must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, a creature takes 12d8 fire damage, or half as much damage on a successful save. If a creature has imbibed alcohol within the last hour, the damage increases to 12d10 fire damage.

Additionally, a creature that fails the saving throw is set ablaze, taking 3d8 fire damage at the start of each of its turns until it uses an action to douse the flames or another creature uses an action to put out the fire.

Creatures without blood are immune to this spell.

At Higher Levels: When you cast this spell using a spell slot of 9th level, the damage increases by 2d8 for each slot level above 8th.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy
14
BLOOD MAGE | Class Overview

Red Rain

8th level Necromancy


  • Casting Time: Action
  • Range: Self (5-mile radius)
  • Components: V, S, M (a sponge soaked in blood)
  • Duration: Concentration, up to 1 hour

Description: As part of casting this spell, you must expend eight hit dice or the spell automatically fails. Upon successful casting, over the course of the next 1d6 x 5 minutes, the sky darkens, and thick droplets of blood begin to rain down within a 5-mile radius centered on you.

Creatures within this area gain a level of exhaustion every 10 minutes they are directly exposed to the red rain. Each time a creature gains a level of exhaustion from this effect, it takes 2d10 necrotic damage, and its maximum hit points are reduced by an equivalent amount until it is no longer exhausted. While a creature has any levels of exhaustion caused by this spell, it automatically fails all saving throws against being poisoned or diseased.

Beasts and plant creatures within the area must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be frightened until they have spent at least 1 minute outside the area of effect. Mundane plants within the area wither and die after being exposed to the red rain for at least 10 minutes.

For each hour you maintain concentration on this spell, roll one of the hit dice expended in the casting. The total result equals the number of days before beasts will willingly return to, and plants can begin to regrow in, the affected area.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy

Absolve Death

9th level Necromancy


  • Casting Time: Action
  • Range: Touch
  • Components: V, S, M (jade scepter worth 5000 gp)
  • Duration: Until triggered or dispelled

Description: You hold the scepter over a creature you touch as you cast this spell, linking their spirit to the jade so that death passes them by. The creature is immune to necrotic energy, any spell or effect that would reduce its maximum hit points, any spell or effect that would reduce its ability scores, and any spell or magical effect that would kill it outright.

The next time that creature would die or be reduced to 0 hit points for any reason, they are instead restored to 50 hit points (or to their hit point maximum, if less than 50), and the spell ends.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy

Blood Covenant

9th level Necromancy


  • Casting Time: Action
  • Range: Touch
  • Components: V, S, M (a vial of blood or similar from each entity, an ink stone, paper, and a writing implement)
  • Duration: Until fulfilled or broken

Description: You magically bind a contract written in blood. Each entity involved provides a vial of blood, which is ritually mixed with ink. Every term, condition, and item in the contract must be precisely written. If a term, condition, or item can be interpreted in multiple ways, the Blood Covenant applies to all possible interpretations.

If an entity bound by the contract breaks a term, condition, or item without an explicitly defined failure condition, they must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) once per day while the rule remains broken. On a failed save, the entity takes 20d6 psychic damage, or half as much on a successful save.

This spell has no limit of power to bind an entity; even beings such as Tiamat or Bahamut are susceptible to its terms.

When the contract's terms are met, the blood binding it transforms back to liquid, and the contract dissolves. If the terms are not met, the consequences remain active until the stipulations are fulfilled or the entities involved perish.


  • Classes: Blood Mage
  • Optional Classes/Variant Classes: Cleric, School of Necromancy
15
BLOOD MAGE | Class Overview
 

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