Blood Mage (5th ed Class)

## **The Blood Mage**

Powerful arts, stunning prowess, and deadly abilities. The Blood Mage is one of the fiercest casters in the known world. The ability to cast from their own life force also makes them slightly desperate in their aggressive fighting style.

## **Playing a Blood Mage**

As a Blood Mage, you are both an object of your own and others' demise. Able to cast spells through your own means of power, no gods included. Not including your many paths for the way you use your blood magic.

## **Creating a Blood Mage**

### **Requirements**

**Alignment:** Any

**Starting Age:** Blood Mages start at a very young age. But also can vary to ancient masters. So it can be within the ages of 16-70

**Race:** Any race adept with magic casting. Also, No Constructs.

**Gender:** No gender is stronger with the blood arts. so any gender works.

### **Class Features**

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

#### **Hit Points**

**Hit Dice:** 1d8 per Blood Mage level

**Hit Points at 1st level:** 8 + Constitution modifier

**Hit Points at Higher levels:** 1d8 (or 5) + Constitution Modifier per Blood Mage level after 1st

#### **Proficiencies**

**Armor:** Light armor, shields

**Weapons**: Simple, melee martial weapons, light crossbows

**Tool:** One Gaming Set or Artisan's Tools

**Saving throws:** Charisma, Constitution

**Skills:** choose four from Acrobatics, Arcane, Deception, Nature, Insight, Investigation, Perception, Persuasion, Stealth, Survival

**Equipment:**

* a potion of healing
* (a) a light crossbow and 20 bolts or (b) any simple weapon
* (a) dungeoneer's pack, (b) explorer's pack, or (c) scholar's pack
* (a) leather armor, or (b) hide armor
* (*a*) a component pouch or (*b*) an arcane focus
* or take 4d4x10 starting gold and no equipment from this list

### **Table: The Blood Mage**

All proficiency Bonuses are the same for every class so it's not on this table. Thank you for your understanding.

## **Spellcasting**

You are a mage who uses your own life essence to fuel your spells.

#### **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.

#### **Blood Magic**

To cast one of these blood mage spells, you must lose a certain amount of hit points described below in spellcasting ability, or use a spell slot without the cost of blood. You can only use spell slots with for their casting level. When you damage yourself this way, you do not make a concentration check, and you go to 1 hit point when you cast a spell that has a higher hit point cost than your hit points and the spell fails. You are unable to cast spells that heal hit points through Blood Magic. In addition, you can only cast a 9th level spell once through blood magic per long rest.

#### **Spells Known of 1st Level and Higher**

You know four 1st-level spells of your choice from the Blood Mage Spell List, as shown at the bottom of the class.

The Spells Known column of the Blood Mage table shows when you learn more blood mage spells of your choice from the Blood Mage Spell List. Each of these spells must be equal or lower than the Max Spell Level on the Blood Mage Table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st level or 2nd level.

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 equal or lower than the Max Spell Level on the Blood Mage Table.

### **Spellcasting Ability**

Charisma is your spellcasting ability for your blood mage spells since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spell HP Cost = (half your total level rounded down + 5) x spell slot level

#### **Spellcasting Focus**

You can use an arcane focus as a spellcasting focus for your blood mage spells.

#### **Blood Buffer**

By 1st level, you have gained access to a pool of HP that may only be used to reduce the damage your spells deal to you. This pool is equal to (4 + your Constitution modifier(minimum 1)) x your blood mage level. You regain all of your Blood Buffer HP when you finish a long rest.

#### **Healthy**

By 2nd level, a blood mage's heartiness is starting to affect you. You have advantage on all Constitution saving throws.

#### **Blood Infusions**

At 2nd level, you gain two blood infusions of your choice. Your infusion options are detailed at the end of the class description. When you gain certain blood mage levels, you gain additional infusions of your choice, as shown in the Infusions Known column of the Blood Mage table.

Additionally, when you gain a level in this class, you can choose one of the blood infusions you know and replace it with another infusion that you could learn at that level.

#### **Blood Deal**

At 3rd level, your pursuit of magical powers leads you to enact the ancient rites of blood magic. Your sacrifice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level depending on your choice.

#### **Ability Score Increase**

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

#### **Sacrifice**

By 5th level, you have figured out how to effectively heal allied creatures. As an action, you may touch a creature and give it temporary hit points equal to your blood mage level + your Constitution modifier(minimum 1) and you lose hit points equal to that amount. If you would go to below 1 hit point, you only lose enough hit points to make you go to 1, and the creature gains only the amount of hit points you had minus 1. You may use this feature a number of times equal to your Constitution modifier(minimum 1) and regain all uses of this feature once you finish a long rest.

#### **Blood Transfusion**

Starting at 7th level you can now use your Hit dice and Hp to regain spell slots as Shown below. Each costing more per spell slot level. During combat, this takes an action. The spell slot cannot be used for a spell of a higher level then the spell slot regained (Each cost is for one spell slot of that level.) (You must spend both to gain the spell slot level)

#### **Beguile**

Starting at 9th level, your blood may be used to enchant a creature. As an action, choose one creature that you can see within 30 feet of you. It must succeed a Wisdom saving throw against a spell save DC you create through beguile or be charmed by you until the end of your next turn. To set the DC, you must spend some of your blood buffer and/or hit points to a minimum of 10 and a maximum of 19. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect by expending additional blood buffer and/or hit points equal to the original DC, extending its duration until the end of your next turn. However, the effect ends if you move more than 30 feet away from the creature, if the creature can neither see nor hear you or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

#### **Blood Learning**

At 11th level, your knowledge of spells and their effects has expanded greatly since you started spellcasting. You may learn two 3rd level or lower spells from the wizard spell list which do not count against your number of spells known.

#### **Battle Ready**

At 13th level, when you enter combat your body instantly responds to your battle urges releasing a heavy dose of adrenaline into your system. After rolling your Initiative roll, you gain temporary hit points equal to your blood mage level + your Constitution modifier. By the end of the combat, you must pay for those temporary hit points from either your blood buffer and/or hit points or suffer a point in exhaustion.

#### **Death's Door**

By 15th level, you are constantly flirting with death and have gotten used to it as your blood becomes yours to take not anyone else. You have become resistant to necrotic damage and cannot be targeted by necromancy spells.

#### **Pain is Power**

At 15th level, when you take damage, you may use your reaction to deal half the damage dealt to you to another willing creature within 60 feet of you. If the creature is unwilling they must make a Wisdom saving throw. (Dc is your spell save Dc) You regain use of this feature after you finish a short or long rest.

#### **Magic Mind**

When you reach 17th level, your mind has become quick and complicated compared to before you started your journey as a blood mage. You are now considered proficient in Wisdom saving throws and have advantage against being charmed. In addition, you are also Immune to magical sleep.

#### **Magic Renewal**

When you reach the 20th level, your spells can heal you for small amounts of health. When you cast a spell using a blood mage spell slot, you regain hit points equal to double the spell slot level the spell was cast at.

#### **Blood Boil**

By 20th level, you have attained mastery over blood magic. You may reduce the cost of all 1st, 2nd, and 3rd level spells' HP cost by half before any of your class features that reduce the cost applies.

## **Blood Deal**

At 3rd level, you may choose a Blood Deal to enhance your fighting or casting style.

## **Charmer**

A blood mage that uses their blood to control others' minds.

### **Alluring Sway**

Starting at 3rd level, You gain advantage on persuasion rolls while talking to people. In addition, you gain advantage in Wisdom saving throws.

### **Blood Control**

Starting at 6th level, Your charm spells now have +1 to their DC. (E.g if your DC was 16 it is instead 17)

### **Irresistible**

Starting at 10th level, your Charisma max becomes 22 instead of 20 and increases by 2.

### **Improved Beguile**

Starting at 14th level, you only need to spend half the blood buffer and/or Hp for Beguile. In addition, at 17th level, you become immune to charm instead of advantage.

### **Blood Servant**

Starting at 18th level, as an action, you can spend 1/2 of your maximum blood buffer and/or Hp (e.g if your blood buffer is 180 then this costs 90. If your blood buffer is not enough you can also use your hp and Vis versa.) to force one target that is already charmed by you to make another wisdom saving throw to not become a servant of your blood magic. On a success, the ability fails and they still have to break from being charmed, if the duration is still in effect. On a failed save, the target gets 5th level in blood mage but only as a status effect and the blood buffer ability. In addition, as a bonus action during combat, you can spend your blood servants blood buffer for spells instead of your own. Even use their hp as fuel but if you do so the servant may make another Wisdom saving throw to be free of there servitude. If the roll is a success the curse breaks and nothing happens. They still must free themselves from being charmed. On a fail, they cannot try again until the next day. This cannot be used to kill a target. (E.g you cannot over spend their hp. If you do so the spell fizzles and they go unconscious with 1 hp remaining. If the target breaks out of the normal charmed ability, they will still be under the blood servant ability and can make an Arcana check Dc (17) to notice the curse. If so, they become aggressive towards you and can make a Wisdom saving throw to see if they can free themselves. On a failed save, they cannot try again until the next day. You can only use this ability once per long rest.

## **Blood Sword**

A blood mage who fights a bit more physically.

### **Blood Focus**

Starting at 3rd level, your arcane focus can now be a sword of your choice allowing you to spend 1 hour with it and form it into your blood focus granting many things as you level. You can change your blood focus by spending an hour channeling you blood around another blade.

### **Ancient Rites**

Also at 3rd level, your blood focus gains +1 to it's quality. (E.g your normal longsword is now a +1 longsword) In addition, it also gains the magical weapon ability for the purposes of overcoming resistances and immunities of non-magical weapons.

### **Near Sentient Blade**

Starting at 6th level, your blade will send whispers of desire towards you, your blood, and other's blood. In addition, you gain an additional blood infusion that can be placed into the blade. If the blood Infusion is a spell, when you attack with the blade you may roll (you can choose not to) a percentage die DC 55 and below to see if the sword uses the new blood you just gave it to cast the spell for you. (This does not count as your action or use of the blood infusion's requirements. (E.g if you put short teleport into the blade and you succeed in the room you can use Misty step without casting or use of a spell slot)

### **Extra Attack**

Beginning at 10th level, you can attack twice, instead of once, whenever you take the attack action. In addition. If you have the Swift swing Blood Infusion, you can attack a third time but only with your blood focus.

### **Second Will**

Starting at 14th level your sword speaks, it learns, it knows. Your sword becomes a Sentient weapon with 8+ half you Blood Mage level for it's own spell save DC and your Charisma Modifier becomes it's spell attack mod. The weapon gains it's own blood buffer of half your blood mage level + it's quality level (e.g a +2 longsword) x 4. In addition, your weapon gains it's own action and reaction, to spend your blood buffer or it's own to cast spells or use it to cast the spell shield or absorb damage. The Sentient blade shares your initiative count, but it takes its turn immediately after yours or during your turn. It obeys verbal commands that you issue to it (no action required by you). The Sentient Blade can do as follows:

* Action: to cast spells or use the blood Infusion without the use of requirements.
* Reaction to cast Shield or use the absorb ability: spend it's or your blood buffer to absorb the damage of an attack.

The Sentient Blade can only cast spells 5th and below. This goes up to 8th at 17th level and 9th at 20th however, 9th level spells cost double the blood and can only be done once per long rest. If your sentient weapon casts a 9th level spell, it cannot again for 1d6 +3 days. If your Sentient weapon casts a spell that is over its blood buffer it will take out of your Hp and/or your own blood buffer for the remainder. The spell still fizzles if you don't have the required hp to cast the spell. In addition, you also have this for yourself and can use your blades blood buffer to save yourself from failing a spell. (Only casting spells that you do not have the required hp for.) Your blade does not regain it's blood buffer naturally. It only gains it's buffer back through you offering your hp and/or blood buffer to fill it or when hitting a foe and drawing blood your blade can drink and gain 1d8 from an attack or 1d12 from drinking a puddle of blood, to it's blood buffer.

### **Blood Whisper**

Starting at 18th level, your blood sword gains a bonus action to cast dimension door, thunderstep, greater invisibility, teleport, or plane shift for you.

* Bonus Action: cast Dimension Door, Thunder Step, Greater Invisibility, Teleport, or Plane Shift.

The blood buffer cost for these spells is half for the Sentient weapon. The Sentient weapon does not get the use of Magic renewal or blood boil. If the Sentient Blade's blood buffer is empty, these spells cost normal blood cost. In addition, you gain +2 to your initiative. At 20th level your blade also learns counterspell as a reaction and dispell magic as a bonus.

### **Pure Body**

Starting at 3rd level, you can use your bonus action to end one effect on yourself that is causing you to be blinded or poisoned. You also have advantage on saves against being poisoned or blinded. In addition, you cannot be inflicted by the same status effect for 1 hour.

### **Bloodied**

Starting at 6th level, your pact empowers you with unholy resistance for a limited time. When you drop below half health, you gain advantage on all Constitution saving throws and gain resistance to poison and acid damage. In addition as a reaction, you can take damage with your blood buffer instead of hp. (E.g as a reaction to taking 12 damage you can take it out of your blood buffer instead of your hp. If your blood buffer is dropped to 0 by this ability you take the remaining damage of the attack and you must take a long rest before getting it back. Given that you still have your reaction to spend Blood.)

### **Juggernaut**

Starting at 10th level, when you are reduced to 0 hp you may expend hit dice. provided you have hit dice and gain half that amount in hp (rounded up), and temporary hp equal to the remaining amount. The temporary hp goes away after 1 minute. You regain use of this feature after you finish a short or long rest.

### **Enhanced Vitality**

Starting at 14th level, After a short or long rest, you gain an additional 2d10+ con modifier to your blood Buffer. this ability does not stack. In addition, you gain half your lost hit dice after a short rest.

### **Hearty Body**

By 18th level, you have become extremely well built, your hit point maximum increases by 50 hit points as well as your constitution now can pass the maximum 20 to a limit of 22.

## **Arcane Enhancer**

This Blood Mage specializes in modifying their magic to be superior.

### **Arcane Lookout**

Starting at 3rd level, you have learned how to use magic to aid in the search for something. You may gain proficiency in the Investigation or the Perception skill, and if you already have proficiency in it, you gain advantage in the skill.

### **Mental Enhancement**

Starting at 6th level, your brain fills with magic energy gifting you the ability to channel magic. You may learn 2 cantrips from the druid spell list or the wizard spell list.

### **Piercing Spells**

Starting at 10th level, you may choose a damage type to empower. Your spells that deal that damage type ignores creatures' resistance to that damage type. Once a damage type is chosen, it can not be changed.

### **Long Range Blood Casting**

Starting at 14th level you can now cast single target spells from your blood spell list at double their range with your blood casting.

### **Bloody Spellcasting**

Starting at 18th level, you may spend a hit die as a bonus action to increase your Spell attack modifier and Spell save DC by 2 until the start of your next turn. This ability cannot stack.

## **Dark Sacrifice**

A blood mage who specializes in the risks of the Dark arts.

### **Dark Arts**

Starting at 3rd level, you gain +1 to Strength, +1 to Dex, +1 to Wisdom, +10ft of movement, and +1 to damage rolls involving blood casting only, (Non-spell slot casting.) and an additional blood infusion. However, whenever you spend a spell slot you take (your level + the spell slots level) x 2 as Necrotic damage (This damage cannot be healed by Magic Renewal or resisted by Death's Door. E.g Magic Renewal has no effect on you at all.)

### **Blood Bomb**

Starting 6th level, you can spend an additional 1d12 in blood buffer and/or Hp to have your AoE, Single target, Teleportation like ability spells (E.g Thunder step, Misty step, Dimension Door. Etc) to force anyone within a 10ft radius of you, the target, or the end radius of the AoE. to make a Constitution Saving throw to take the 1d12 roll as magical piercing or half as much on a success. On a fail, this damage cannot be healed by any means until they take a long rest. You can choose between them depending on what spell your casting for options. (E.g Fireball gives you the option to choose outside of the AoE radius, or Self.) You can only use this feature up to equal your Charisma Modifier before you need to take a short or long rest.

### **Dark Ritual**

Starting at 10th level, you gain the ability to cast warlock, wizard, and druid ritual spells as ritual casting. The ritual spells are added to your spell list. However, when casting them as ritual spells, you must take half the natural cost of the spell's HP cost above. (E.g Leomund's Tiny Hut = 3rd level Your current level = 10, spell So 30 from Spell HP Cost halved to 15 instead.)

### **Negative Reaction**

Starting at 14th level, as a bonus action, you can lock your blood buffer for 1d4 Spells (E.g You roll a 3, So you must cast 3 spells without your blood buffer in order to return it.) to gain use of another reaction for the duration. You can only use this feature up to your Charisma Modifier times per long rest.

### **Dark Blood Magic**

Starting at 18th level, you can now cast spells as a reaction for double the normal cost of the Spell HP Cost. You cannot use spell slots or cantrips for this ability. This will turn blood boil's Reduction cost for 1st, 2nd, and 3rd spells to normal cost. In addition. Spells you cast normally deal your Charisma modifier x2 in necrotic damage. If you already gain your charisma modifier to your damage, It deals x3 the damage instead.

## **Steadfast**

A blood mage who specializes in trying not to harm themselves.

### **Robust Constitution**

By 3rd level, your body grows slightly stronger and you gain advantage on Strength saving throws and become immune to poison. In addition, you also gain advantage on Grapple checks.

### **Less Pain**

By 6th level, you have gained an unnatural resilience to damage. When you finish a long rest, you may choose a damage type. You are considered resistant to that damage type until you finish another long rest.

### **Minor Regeneration**

By 10th level, you have learned how to channel some of your blood magic into healing. If you are below half your maximum health, you may use a bonus action to use a hit die to heal yourself for the hit die + your Constitution modifier (minimum 1) in hit points.

### **Harmless**

By 14th level, you have learned how to make your spells hurt a little less. Whenever you cast a spell, it costs fewer hit points equal to your Constitution modifier x2 (minimum 1).

### **Second Health Bar**

Starting at 18th level you now can use your blood buffer (While not in combat) to make a second hp total at a maximum of your spell save DC x2 .(E.g If your Spell save Dc is 18 the Hp Max is 36) (This is not considered Temporary hit points.) This is a health bar that is permanent and stays even after a short or long rest. When you are hit or you are out of blood from blood buffer you must take the damage from the second Hp total. If your second hp total is dropped to 0 by an attack that delt more then it had, the rest of the damage does not go to your main Hp total. (E.g If your Second hp total is 38 and you take 51 damage. the second hp total is dropped to 0 and the rest of the damage is dropped. This does not include your blood magic spells.) When you cast a spell with your blood magic the spell will continue to your hp total as normal.

## **Vampiric**

A blood mage who can sap strength from others.

### **Life Energy**

By 3rd level, you know how to spend extra hit points and/or blood buffer to increase your damage. When you cast a spell, you may spend a number of hit points equal to your Constitution modifier (minimum 1) to increase the damage a spell deals by 2 of the spell's damage for each hit point spent.

### **Spell Sap**

By 6th level, you know how to siphon life from anything a spell hits. When you cast a spell on a creature that is not a construct, you heal hit points equal to the spell slot level used on the spell. This includes blood casting and spell slots.

### **Drain Kill**

By 10th level, you can now drain the life essence out of a creature when it dies. When you kill a creature, you heal hit points equal to double its CR (minimum 2) + your Constitution modifier (Minimum 1) (E.g 3 Minimum).

### **Enhanced Healing**

By 14th level, when you are magically healed, Spell Sap included, you are healed for half of the healing in addition in hit points rounded up. (E.g the spell heals 6. So instead you heal for 9)

### **Blood Siphon**

By 18th level, you have learned how to directly pull life out of a creature, but not without risk. As an action, you can make a ranged spell attack against the creature within 60ft of you at the cost of a spell slot up to 7th. If it hits, you deal damage to the creature equal the hit point cost of the spell as Necrotic damage without losing any hit points. If you miss, you lose the hit point cost of the spell without doing anything. (E.g casting a 5th level spell with blood magic equals 6+5=11\*5= 55 hp lost or delt to them as damage.)

## **Blood Infusions**

The Blood infusions are shown as tattoos or brands on your body.

If a blood infusion has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

#### **Arcane Infused**

By channeling the magic within your blood you gain greater arcane knowledge. You have advantage on Arcana checks and any Intelligence checks related to magic.

#### **Blood Armor**

By controlling your own blood, you form a suit of armor around you made entirely of blood if you are wearing no armor as a bonus action. This suit of armor is considered to be light armor and has an AC of 12 + your Constitution modifier. You take necrotic damage equal to half your level to form this armor for 8 hours.

#### **Blood Regeneration**

After you finish a long rest, you regain all spend hit dice.

#### **Bloody Rebuff**

*Prerequisite: 5th level*

When you are the target of an attack, spell, or effect, you may use your reaction to deal necrotic damage to them equal to your Constitution modifier + your Charisma modifier.

#### **Boiling Blood**

*Prerequisite: 5th level*

You infuse yourself with primal fury when hit, causing your blood to boil. When you are hit with a melee attack, you may activate this brand as a reaction. Until the start of your next turn, you gain resistance to slashing, piercing and bludgeoning damage of non-magical weapons. You regain use of this brand after you finish a short or long rest.

#### **Blood Surge**

*Prerequisite: 11th level*

Your spells have enhanced through the means of your blood. Your ranged spell attacks can add your charisma modifier (minimum of +1) to the damage of the spell. You can only use this up to your charisma modifier times per long rest. If you used Infused Spellcasting with this ability the hp cost of that ability is increased to 2 for 1 damage instead of for each hit point used. (E.d you must spend 2 hit-points for every 1 damage instead of 1 for 1.)

#### **Carnage**

*Prerequisite: 11th level*

Your attacks have become particularly savage. You gain a bonus equal to your Constitution modifier to your damage rolls belonging to melee weapons.

#### **Efficient Caster**

You ignore consumed material components when casting your blood mage spells. Provided they have no gold cost.

#### **Enhanced Weaponry**

You may cast the *magic weapon* spell at will on a weapon that you are wielding, without expending a spell slot or material components.

#### **Fleet Footed**

*Prerequisite: 10th level*

Your base movement speed increases by 10 feet and it now only takes you 5 feet of movement to stand from being prone.

#### **Infused Spellcasting**

You now know how to spend hit points to increase your spell's damage. When you cast a spell, you may spend a number of hit points equal to your Constitution modifier (minimum 1) to increase the damage the spell deals by 1 damage for each hit point used. If you use this ability with Blood Surge, the hp cost of this ability is increased to 2 for 1 damage instead of for each hit point used. (E.d you must spend 2 hitpoints for every 1 damage instead of 1 for 1.)

#### **Leech**

*Prerequisite: 5th level*

You extend your power through your Brands as a bonus action, allowing you to strengthen yourself by harming your enemies. For 1 minute, whenever you deal damage you regain hit points equal to your proficiency bonus. This brand may only be used once every turn, and you regain use of this brand after you finish a long rest.

#### **Looming Shadows**

*Prerequisite: 3rd level*

You can cast the *darkness* spell using a blood mage spell slot.

#### **Magical Locator**

*Prerequisite: 3rd level*

You can cast the *locate object* spell at will, without expending a spell slot or material components.

#### **Quick Movement**

You may take the Dash or Disengage action as a bonus action for 1 hit die.

#### **Quick Recovery**

As an action, you may spend hit dice to heal yourself as if you had taken a short rest.

#### **Reverse Regeneration**

As a bonus action, you may deal 7 + your Constitution modifier damage to yourself that may not be reduced in any way to regain one spent hit dice.

#### **Short Teleport**

*Prerequisite: 7th level*

You can cast the *misty step* spell using a blood mage spell slot.

#### **Slow Fall**

You can cast the *feather fall* spell at will, without expending a spell slot or material components.

#### **Smooth Talker**

You gain proficiency in Deception and Persuasion.

#### **Swift Swing**

*Prerequisite: 5th level*

You can attack twice, instead of once, whenever you take the Attack action on your turn with a Melee weapon or hand crossbow only.

## **Blood Mage Spell List**

You learn certain spells that you cast through sacrificing your own vitality.

#### **Cantrips**

*chill touch, dancing lights, encode thoughts, eldritch blast, firebolt, light, mage hand, mending, message, minor illusion, poison spray, prestidigitation, ray of frost, shocking grasp*

#### **1st Level**

*burning hands, charm person, chromatic orb, color spray, comprehend languages, detect magic, detect poison and disease, disguise self, entangle, faerie fire, feather fall, fog cloud, identify, longstrider, mage armor, magic missile, protection from evil and good, puppet, purify food and drink, sleep, witch bolt''*

#### **2nd Level**

*alter self, arcane lock, augury, blindness/deafness, blur, calm emotions, cloud of daggers, darkness, darkvision (spell), detect thoughts, heat metal, hold person, invisibility, knock, levitate, locate object, magic mouth, mirror image, misty step, phantasmal force, ray of enfeeblement, scorching ray, see invisibility, suggestion, web, zone of truth*

#### **3rd Level**

*blink, counterspell, daylight, dispel magic, fear, fly, glyph of warding, lightning bolt, magic circle, nondetection, protection from energy, remove curse, sending, sleet storm, slow, speak with dead, stinking cloud, thunder step, tongues, water breathing, water walk*

#### **4th Level**

*arcane eye, banishment, black tentacles, blight, charm monster, compulsion, confusion, dimension door, dominate beast, freedom of movement, greater invisibility, hallucinatory terrain, ice storm, locate creature, polymorph, resilient sphere, stoneskin, wall of fire*

#### **5th Level**

*antilife shell, animate objects, cone of cold, contagion, creation, dominate person, contact other plane, dispel evil and good, geas, hold monster, insect plague, legend lore, mislead, modify memory, planar binding, scrying, seeming, telekinesis, teleportation circle, wall of force*

#### **6th Level**

*chain lightning, disintegrate, eyebite, find the path, flesh to stone, forcecage, guards and wards, magic jar, mass suggestion, move earth, sunbeam, true seeing*

#### **7th Level**

*etherealness, finger of death, fire storm, magnificent mansion, mirage arcane, plane shift, prismatic spray, symbol, teleport*

#### **8th Level**

*antimagic field, antipathy/sympathy, demiplane, dominate monster, earthquake, feeblemind, glibness, maze, mind blank*

#### **9th Level**

*astral projection, foresight, gate, imprisonment, weird, time stop, true polymorph*