Blood Mage (Tales from Thedas)

*“A mage is fire made flesh and a demon asleep.”*

― proverb

Nothing inspires as much wild-eyed terror as the Blood Mage. Mages of this type, known as *maleficarum,* take the raw energy of life and twist it to their own purposes. They can corrupt and control, and sustain their power by consuming the health of others, willing or not. The effects can be vile, but this specialization isn't limited to madmen and monsters. Many see it as the only form of magic that is truly free, because it's tied to the physical, not favors to spirits or demons. It remains an undeniably violent and self-destructive discipline, however, and the Blood Mage must be careful. The temptation to take just a little more is always there.

Adapted from the base D&D 5E Sorcerer and homebrew Blood Hunter.

(back to Character Creation)

* Hit Dice: 1d12
* Saving Throws: Constitution, Wisdom
* Proficiencies: Staffs, daggers, herbalism kit, medicine kit
* Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

### Equipment

You start with the following equipment, in addition to the equipment granted by your origin.

* Your personal mage's staff
	+ To hit: 1d20 + spellcasting ability modifier + proficiency modifier
	+ *Melee Attack:* 1d6 + spellcasting ability modifier of either bludgeoning, slashing, fire, cold, force, or lightning (choose one)
	+ *Ranged Attack:* 1d4 + spellcasting ability modifier of either fire, cold, force, or lightning damage (choose one) at 60 feet
	+ Two-handed, spellcasting focus
* (a) a scholar's pack or (b) an explorer's pack
* (a) a sacrificial dagger or (b) a garrotte of barbed wire

## Spellcasting

Born a mage, you have a natural connection to the Fade. As a maleficar, that connection is made visceral and corporeal, and you cast spells using your own lifeblood as a fuel source.

#### 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.

#### Spell Slots

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 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.

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.

#### Spellcasting Ability

Wisdom is your spellcasting ability for your blood magic spells, due to the willpower and strength of spirit needed to resist the temptations of the demons that are attracted to a maleficar's powers. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

#### Spellcasting Focus

You can use your mage's staff or any weapon capable of drawing blood as a spellcasting focus for your blood mage spells.

## Temptation

By making your connection to the Fade corporeal, you attract the attention of malevolent spirits and demons. This is the cost of your great power, and as a result, you may occasionally need to make temptation saving throws against lure of demonic powers.

Temptation save DC = 10 - your Wisdom modifier

Temptation saving throw = 1d20 - previously failed Temptation saves

On a successful temptation save, you suffer no ill side effets. On each failed temptation save, your temptation saving throw is decreased by 1 and you briefly give in to your malevolent urges. This may take the form of an abnormally vicious attack, cruel action, gluttonous indulgence, or other demonic act. Your failed temptation saves reset every long rest.

If ever your temptation saving throw *adds up to a total of 1 or less*, you are possessed by a demon and lose control of your character. You may be forced into a dark bargain for control of your body.

## Grave Robber

You are deeply in tune with the life force of all surrounding creatures, and can tap into that of others' when you draw their blood. When any living creature dies within 30ft of you, you may expend a reaction to siphon off some of their life force, restoring you by expending one of your hit dice.

This is the only way for you to recover health in combat—you cannot be healed by normal means. If knocked unconscious, healing spells stabilize you but do not heal you past 0 health points. Using this feature incurs a temptation saving throw.

## Hemorrhage

Starting at 2nd level, you gain the ability to sacrifice your own blood in order to recover your spells slots. As a bonus action, if you are able to draw your own blood, you may inflict damage upon yourself to recover one used spell slot. Your hemorrhage damage is determined by 1d10 per level of spell slot recovered. Using this feature also incurs a temptation saving throw.

## Sacrifice

At 3rd level, you gain finer control over the raw power released by your blood magic. You gain two of the following Sacrifice options of your choice. You gain another one at 10th and 17th level.

You can use only one Sacrifice option on a spell when you cast it, unless otherwise noted. Each sacrifice incurs a specific amount of damage and incurs a temptation saving throw.

## Features

### Ability Score Improvement

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

### Furious Agony

Starting at 6th level, whenever you are knocked unconscious, you may instead choose to roll a temptation saving throw, and on a success, you are brought back at 1 health point. On a fail, your unconscious body is possessed by a Rage demon that will continue fighting on your behalf.

### Familiar Pain

Starting at 14th level, you've become inured to the consistent assaults on your mind, and have greater endurance against them. You now reset failed temptation saves on short and long rests.

### Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. Any healing you gain using the Grave Robber is now doubled.

### Sanguine Mastery

Upon becoming 20th level, you honed your control over blood magic, mitigating your sacrifice and empowering your capability. Once per turn, whenever a blood mage feature requires you to suffer sacrifice damage, you can choose to reroll the damage and choose which result to use.