100% found this document useful (5 votes)
1K views32 pages

The Tome of Blood Magics 4.1.5

Uploaded by

Sol Abert
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (5 votes)
1K views32 pages

The Tome of Blood Magics 4.1.5

Uploaded by

Sol Abert
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 32

Contents

The Blood Mage 3


Class Features .................................................................4
Profane Studies .............................................................7
The Bloodreaver ............................................................................7
The Martyr ......................................................................................8 Follow /u/EliarsLostArts on Reddit
The Hemomancer .........................................................................9 or find Eliar's Lost Arts on Patreon
Blood Mage Spell List ........................................ 10 for more homebrewed content!
Eliar's Lost Spellbook 12
Cantrips ...............................................................................12
1st-Level Spells ..........................................................13
2nd-Level Spells ........................................................14
3rd-Level Spells .........................................................15
4th-Level Spells ........................................................ 16
5th-Level Spells ........................................................ 17
6th-Level Spells ........................................................ 18
7th-Level Spells ........................................................ 19
8th-Level Spells ........................................................ 19
9th-Level Spells ........................................................ 20
Echoes of the Ancient Blood 24
The Hollow ..................................................................... 25
The Shaman ......................................................................25 Artist
Artist Credit:
Credit: Steve
Steve Argyle
Argyle
The Tormentor ............................................................27
Editing Thoughts & Changelog 28
Cover Art by Todor Hristov

Artist
Artist Credit:
Credit: Pierre
Pierre Demet
Demet

THE TABLE OF CONTENTS


2
The Blood Mage

A
hooded half-elf overlooking a pallasade puts a The descent into the profane art beings with enhancement
knife through his hand and whispers an of their own life-essence, making them preternaturally fit.
incantation. He watches as six droplets of blood Their newly imbued arcane flesh allows them to study the
fly from his outstretched palm into the backs of sanguine substance without quite as much risk.
the guards stationed on the wall, who then
silently succumb to sleep. Sacrifice and Growth
Grabbing a snow white bunny in one hand, a Loss is second nature to blood mages. Study for this school
dying halfling mutters some few words of power, stealing life of the arcane often involves rigorous testing usually on small
from his pet, and feeling it surge through his body as he rises animals, though some turn to larger prey, before finally
to his feet. turning the experiments upon their own flesh.
A human hiding behind a stalagmite brings his blood-red Blood represents more than just death to these mages; it's
axe down on a surprised spider, feeling its lifeforce drain and loss, sacrifice, purity, life, growth, and even the ability to
granting him a momentary surge of vigor. cleanse. Through sacrificing their own body, these mages
Blood mages, through careful and dangerous studies, learn what it means to taste true power.
imbue the source of their life with arcane magic. By doing
this they are able to empower their spells to help their allies
or decimate their foes. Creating a Blood Mage
An Ancient Art When creating a blood mage, think of a reason as to why you
feel the need to delve into the study of magic and blood.
A blood mage often being their journey in the library or in the Perhaps it is due to the loss of a loved one. Maybe a friend
field. Perhaps they learned their magic from the ruins of an suffers from a genetic illness. Or you might be from a rich
ancient civilization that practiced the craft. and powerful bloodline, seeking to prove its strength.

The Blood Mage


Proficiency Blood Dice Cantrips Spells — Spell Slots per Spell Level —
Level Bonus Features (d4) Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Crimson Pact 1 3 5 2 — — — — — — — —
2nd +2 Rejuvenation, Profane Study 1 3 7 3 — — — — — — — —
3rd +2 Sanguine Relief 2 3 8 4 2 — — — — — — —
4th +2 Ability Score Improvement 2 4 9 4 3 — — — — — — —
5th +3 Endearing Visage 3 4 10 4 3 2 — — — — — —
6th +3 Profane Study Feature, Tools 3 4 11 4 3 3 — — — — — —
of the Trade
7th +3 — 4 4 12 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 13 4 3 3 2 — — — — —
9th +4 — 5 4 14 4 3 3 3 1 — — — —
10th +4 Profane Study Feature, Ebb 5 5 15 4 3 3 3 2 — — — —
and Flow
11th +4 — 5 5 17 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 5 18 4 3 3 3 2 1 — — —
13th +5 — 6 5 19 4 3 3 3 2 1 1 — —
14th +5 Profane Study Feature 6 5 20 4 3 3 3 2 1 1 — —
15th +5 — 6 5 21 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 6 5 22 4 3 3 3 2 1 1 1 —
17th +6 — 7 5 23 4 3 3 3 3 2 1 1 1
18th +6 Open Wounds 7 5 24 4 3 3 3 3 2 1 1 1
19th +6 Ability Score Improvement 7 5 24 4 3 3 3 3 2 2 1 1
20th +6 Exsanguinate 7 5 24 4 3 3 3 3 2 2 1 1

BLOOD MAGE
3
Quick Build Spellcasting
You can quickly make a blood mage by following these You have learned to alter the fabric of reality through study of
suggestions. First, Intelligence should be your highest ability an ancient form of magic. Through careful study, you infuse
score, followed by Constitution. Second, choose the Hermit your blood with arcane energy, allowing you to tap a vast
background resevoir of magic at will. See chapter 10 of the Player's
Handbook for the general rules of spellcasting.
Class Features Cantrips
As a blood mage, you gain the following class features: You know three cantrips of your choice from the blood mage
spell list. You learn additional blood mage cantrips of your
Hit Points choice at higher levels, as shown in the Cantrips Known
Hit Dice: 2d6 per blood mage level column of the Blood Mage table.
Hit Points at 1st Level: 6 + your Constitution modifier + half
your Intelligence modifier (rounded up) Spell Slots
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution The Blood Mage table shows how many spell slots you have
modifier + half your Intelligence modifier (rounded up) per to cast your blood mage spells of 1st level and higher. To cast
blood mage level after 1st 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
Proficiencies a long rest.
Armor: Shields For example, if you know the 1st-level spell command and
Weapons: Daggers, darts, handaxes, sickles, and whips have a 1st-level and a 2nd-level spell slot available, you can
Tools: Choose two from Alchemist's Supplies, Healer's Kit, cast command using either slot.
Herbalism Kit, and Poisoner's Kit
Saving Throws: Constitution, Intelligence Spells Known of 1st Level and Higher
Skills: Choose three from Animal Handling, Arcana, History, You know five 1st-level spells of your choice from the blood
Investigation, Medicine, Nature, and Survival mage spell list.
The Spells Known column of the Blood Mage table shows
Equipment when you learn more blood mage spells of your choice. Each
You start with the following equipment, in addition to the of these spells must be of a level for which you have spell
equipment granted by your background: slots, as shown on the table. For instance, when you reach
(a) a simple weapon or (b) a dagger 3rd level in this class, you can learn one new spell of 1st or
(a) a scholar’s pack or (b) a dungeoneer’s pack 2nd level.
(a) a healer's kit or (b) a poisoner's kit Additionally, when you gain a level in this class, you can
A shield and two daggers 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
Intelligence is your spellcasting ability for your blood mage
spells. Your magic comes from your knowledge and study of
the inherent magic in your blood. 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 any blood mage spell you know as a ritual if that
spell has the ritual tag.
Spellcasting Focus
As a blood mage, you can use a bladed weapon as a
spellcasting focus.

BLOOD MAGE Artist


Artist Credit:
Credit: nebezial
nebezial on
on DeviantArt
DeviantArt
4
Should the spell affect two or more creatures, you may
choose to double the damage you took from your blood dice
to have the extra damage or healing affect all of those
creatures, other than you.
For example, if you are a 9th-level blood mage, and want to
cast a burning hands spell at 5th-level, you must expend all
five of your blood dice to do so, which damage you and
empower your spell. If you, for whatever reason, do not have
all five of your blood dice, you cannot cast that spell.
Sanguine Relif
At 2nd level, once per day while you take a short rest, you may
choose expended spell slots of 5th level and below to recover.
For each slot level, you must roll a blood die.
For example, if you're a 3rd-level blood mage, you have two
blood dice. You can recover either a 2nd-level spell slot or two
Artist
Artist Credit:
Credit: Kristina
Kristina Bilota
Bilota 1st-level spell slots and you take 1d4 necrotic damage for
each slot level.
Profane Study
Crimson Pact Once you reach 2nd level, choose a blood mage
Beginning at the 1st level, after careful study, you have specialization: the Bloodreaver, the Martyr, or the
infused your blood with magic, granting you enhanced vitality Hemomancer. Your choice grants you features at 2nd level
and the ability to draw upon great wells of arcane energy, at and again at 6th, 10th, and 14th level.
the cost of your life essence.
Coagulation
Arcane Flesh At 3rd level, as you gain a more fine control of the arcane
The magic coursing through you has granted you supernal power coursing through your blood, low-levels of magic begin
hardiness. Your hit points are equal to 1d6 (or 4) + your to mend your wounds rather than create them. Whenever you
Constitution modifier + half your Intelligence modifier cast a cantrip, you may roll up to half of your blood dice,
(rounded up) per blood mage level and you gain an additional rounded up and, instead of adding damage to your spell and
hit die per blood mage level. Additionally, whenever you damaging yourself, you heal for the rolled amount.
recover hit points you may choose to heal any visible wounds, You may use this ability the same number of times as the
though you can't replace missing body parts. maximum number of blood dice you can roll each turn and
regain all spent uses whenever you take a short rest.
Blood Dice At 14th level, you no longer need to roll blood dice to cast
Every turn, you have a number of "blood dice", which are d4s. 1st-level spells and they can apply this healing as well.
The maximum number of blood dice you can roll in a turn is
determined by your blood mage level, as shown in the Blood
Dice column of the Blood Mage table. These blood dice are
used in certain class features and are also be used to cast
spells.
Whenever you roll a blood die, you take necrotic damage
equal to the roll. This damage cannot be reduced or
prevented, except by your Sanguine Relief ability, nor
mitigated by temporary hit points. This damage also doesn't
force you to make Concentration checks.
You cannot roll blood dice, and therefore cannot cast
spells, if you are wearing any armor that is not a shield.
Casting and Empowering Spells
Your blood is bursting at the seams with magic itching to
escape. Whenever you cast a blood mage spell of 5th-level or
lower, you must roll a minimum number of blood dice equal
to the level of the expended slot, though you may choose to
roll extra, though you must choose to do so as the spell is
cast. You are not required to roll blood dice to cast spells of
6th-level or higher, but may still choose to do so.
If that spells deals damage or provides healing, you add the
amount rolled to the healing given or necrotic damage dealt
to a single creature affected by the spell, other than yourself.

Artist
Artist Credit:
Credit: Grafit
Grafit Studio
Studio BLOOD MAGE
5
Ability Score Improvement Tools of the Trade
When you reach 4th level, and again at 8th, 12th, 16th, and When you reach 6th level, you learn to create solid objects,
19th level, you can increase one ability score of your choice such as tools and weapons, out of your blood. To create a tool
by 2, or you can increase two ability scores of your choice by kit, such as a set of blacksmith's tools or a flute, you must
1. As normal, you can’t increase an ability score above 20 complete a 1 hour ritual after which your hit point maximum
using this feature. is reduced by 9.
Using the optional feats rule, you can forgo taking this You can also use this ritual to create a weapon, its
feature to take a feat of your choice instead. appearance based on hit points spent, as shown in the chart
below. This ritual takes 5 minutes for each hit point spent. If
Endearing Visage the weapon has the versatile property, use the larger damage
At 5th level you gain the ability to use your blood to influence die to determine the hit points that should be spent.
other creature's thinking. Once per day, as an action, you may These tools and weapons are stored in your blood and as
roll blood dice and, for the next hour, the shed blood is such they can be hidden, don't take up space or weight, and
infused with enchantment magic and charms the first can be summoned as a bonus action. Your creation
creature who comes in contact with it. A creature that makes automatically returns to your bloodstream if it is more than 5
direct contact with the droplet must succeed on a wisdom feet away from you for 1 minute or if you dismiss the creation
saving throw where the DC is equal to 8 + the total of your as a bonus action. You can use your action to consume the
blood dice roll, though it can't be higher than your Spell Save creation, destroying it until you perform the ritual again.
DC, and does so with advantage if you or your companions When you do, you regain your lost max hit points, but are not
are fighting it. If it fails the saving throw, it is charmed by you healed. This effect also occurs if you fail a death saving throw
until the blood loses its magic or until you or your or die.
companions do anything harmful to it. The charmed creature Additionally, if you create a weapon, it counts as magical
regards you as a friend. When the effect ends, the creature is for the purpose of overcoming resistance and immunity to
unaware that it was charmed by you unless the memories are nonmagical attacks and damage.
scrutinized. Hit Point Cost Weapon Damage Die
3 1d4
6 1d6
9 1d8
12 1d10
15 1d12 or 2d6

Ebb and Flow


Beginning at 10th level, whenever you finish a long rest, you
can choose one of the following:
As long as you have more than half of your maximum hit
points left, you can add your Intelligence modifier to the
total of any blood dice you roll for spells, once per turn.
As long as you have less than half of your maximum hit
points left, you can subtract your Intelligence modifier
from the total of any blood dice you roll for spells, once
per turn.
Open Wounds
Beginning at 18th level, whenever you roll blood dice to cast a
spell, until the end of your next turn you don't have to roll
blood dice in order to cast another spell of the same level.
Exsanguinate
When you reach 20th level, whenever a small or larger
creature with blood dies within 50 feet of you, you heal for 15
hit points.
Additionally, whenever you expend hit dice to heal yourself,
you may use the max number they could roll instead of
rolling them.
Artist Credit: Chenthooran Nambiarooran

BLOOD MAGE
6
Blood Rush
Profane Studies Beginning at 6th level, you may use a bonus action on each of
Over countless years of clandestine study, three major your turns to increase your abilities. When you do, roll three
divisons of blood mages arose: Those who would use their blood dice and, for a number of rounds equal to your blood
power to hunt and fight, those who would use it to save those dice total, your Strength score becomes equal to your
around them, and those who would use it to prove the purity Constitution score.
of blood. Additionally, whenever you hit an enemy with a melee
weapon attack, your movement speed increases by 10 feet
The Bloodreaver and attacks of opportunity made against you have
disadvantage until the end of your turn.
Often when a blood mage finds themselves frequenting the
front lines of combat, their magic tends to evolve into a more Butchery
aggressive state. These practioners of blood magic become Also at 6th level you can roll two blood dice to attack twice,
masters of their blade and their blood, using them to both instead of once, whenever you take the Attack action with a
stay in a fight longer and to end a fight quicker. These melee weapon on your turn. If your extra attack hits, you may
warriors are called bloodreavers add the blood dice total as necrotic damage to the attack.
When you choose this study at 2nd level, you gain
proficiency with simple and martial melee weapons. Mental Fortitude
Additionally, you learn the following spells, which are Beginning at 10th level, by enhancing the bloodflow to your
accounted for on the Spells Known column of the Blood brain, you may Concentrate on two spells as long as they both
Mage table. These spells are not on the blood mage spell list have a range of Self. Whenever you make a Concentration
but they are nonetheless a blood mage spell for you: check while Concentrating on two spells this way, you
Spell Level Spell Name immediately lose Concentration on one of them (of your
choice) before the check.
1 Armor Of Agathys, Hex
Frenzy
In addition, the following spells are added to the blood Beginning at the 14th level, once per short rest, when you
mage spell list for you: take the Attack action on your turn, you may cast any cantrip,
Spell Level Spell Name or a spell up to 3rd level as long as it has a range of Self, as a
bonus action.
2 Shadow Blade
3 Elemental Weapon Artist Credit: Andrey Vasilchenko
4 Chilling Scythe
5 Destructive Wave
6 Tenser's Transformation
7 Mordekainen's Sword
8 Omniscience
9 Illusionary Army

Arcane Tracking
Additionally, when you choose this study at 2nd level, you
gain the ability to track creatures through their blood. Once
per long rest, when you find bloodstains no more than a 48
hours old, you may use your action to force the owner of the
bloodstains to make an Intelligence saving throw against
your spell save DC. If it fails, for the next hour you can sense
the direction of that creature as long as it's is within 10 miles
of you and, if the creature is moving, you know the direction
of its movement. If a creature succeeds on this saving throw
it is immune to this effect until it sheds more blood.

PROFANE STUDIES
7
Artist
Artist Credit:
Credit: Chippy
Chippy

The Martyr                      Bloodletting


Healing through the arcane, let alone through the                    At 6th level, you may use your action to roll blood
oft-thought-unclean source of life, blood, is often seen as              dice to give up to two creatures you can see within 30
profane and unthinkable compared from the healing derived          feet that many temporary hit points. You may use this
from gods or from the powers of nature herself. Those who feature a number of times equal to your Intelligence modifier
embrace the practice of sacrificing their own well-being to (minimum 1) and regain all spent uses upon finishing a long
assist their allies are called Martyrs. rest.
When you choose this study at 2nd level, you learn the
following spells, which are accounted for on the Spells Blood Brothers
Known column of the Blood Mage table. These spells are not Beginning at 10th level, when you take a long rest, choose up
on the blood mage spell list but they are nonetheless a blood to five creatures you can see. Until your next long rest, those
mage spell for you: creatures may use a bonus action on each of their turns to
touch you and force you to roll blood dice. That creature
Spell Level Spell Name heals itself equal to the amount rolled and your hit point
1 Bless, Healing Word maximum is reduced by the same amount until you finish a
long rest. Once a creature is healed this way, they must
In addition, the following spells are added to the blood complete a short rest before healing this way again.
mage spell list for you: Additionally, the chosen creatures may choose to use your
hit dice as though they were their own during a short rest.
Spell Level Spell Name
2 Lesser Restoration, Silence Leeching
3 Haste, Mass Healing Word
Beginning at the 14th level, whenever you cast a spell that
restores hit points to a creature, you may force one enemy
4 Aura of Life, Aura of Purity within 60 feet of that creature to make a Constitution saving
5 Mass Cure Wounds, Greater Restoration throw against your spell save DC. On a failed save, they take
necrotic damage equal to four times the slot level used, or
6 Heal, Heroes' Feast half as much on a successful one and you regain a number of
7 Resurrection, Regenerate hit points equal to the damage dealt. You may use this ability
8 Power Word: Stun, Mind Blank
a number of times equal to your Intelligence modifier
(minimum 1) and regain all spent uses whenever you take a
9 Power Word: Heal, True Resurrection long rest.
Sense Essence
Additionally at 2nd level, you gain the ability to sense the
lifeforce of enemies through their blood. As an action, you
focus on a single creature you can see within 30 feet and
force them to make an Intelligence saving throw. The target
has the feeling that someone is watching them, though they
do not know the origin or even if the feeling is real. If they are
aware of you, they can choose to fail the saving throw. On a
failure, you sense the general health of the target and any
diseases, poisons, or nonmagical conditions affecting them. A
target that succeeds on this saving throw is immune to this
effect for 24 hours.
Finally, you gain advantage on all Wisdom (Medicine)
checks you make with a healers kit.

PROFANE STUDIES
8
The Hemomancer Thicker Than Water
Some who practice blood magic fall deep into the study, Additionally when you choose this study at 2nd level, you may
desiring to use it to crush their enemies through the strength use your blood as materials for casting a spell. Whenever you
their blood gives them. They practice the skill of drawing the cast a spell using a slot level equal to or less than your blood
arcane energy out of their blood, allowing them to manipulate dice maximum, you may ignore any material components that
the elements to a greater degree than a standard blood mage. spell would require, up to a cost of 20 gp times your level,
Those who embrace this mindset call themselves even if they're consumed.
hemomancers. Carnage
When you choose this study at 2nd level, you learn the Beginning at 6th level, you may use a bonus action on each of
following spells, which are accounted for on the Spells your turns to roll a d6 instead of a d4 whenever you would
Known column of the Blood Mage table. These spells are not roll a blood die that turn. You may use this feature thrice and
on the blood mage spell list but they are nonetheless a blood regain all spent uses whenever you take a long rest.
mage spell for you:
Spell Level Spell Name Hemorrhage
1 Thunder Wave, Witch Bolt
At 10th level, whenever you roll at least one blood die, you
gain temporary hit points equal to half of the damage taken
from them, rounded down. At the start of each of your turns,
In addition, the following spells are added to the blood if you still have temporary hit points gained this way, you lose
mage spell list for you: 1d4 temporary hit points.
Spell Level Spell Name
Panacea
2 Shatter, Flame Blade At 14th level, your intense study into the arcane nature of
3 Tidal Bomb, Lightning Bolt your blood alows you to mimic spells that would otherwise be
4 Ice Storm, Blight impossible for you. Choose three spells from any classes,
including this one. A spell must be of a level you can cast, as
5 Blackflame Burst, Cone of Cold shown on the Blood Mage table, or a cantrip.
6 Chain Lightning, Disintegrate The chosen spells count as blood mage spells for you and
don't count against your number of spells known.
7 Finger of Death, Delayed Blast Fireball Additionally, once per long rest you can cast one of those
8 Incendiary Cloud, Feeblemind spells at its lowest level without expending a spell slot if you
9 Fury, Turn to Lightning roll a number of blood dice equal to it's slot level, up to a
maximum of four.

Artist
Artist Credit:
Credit: Hugh
Hugh Pindur
Pindur

PROFANE STUDIES
9
Blood Mage 2nd Level
Multiclassing & Alternative Wealth Spells Aganazzar's Scorcher
Alter Self
Prerequisites. To qualify for multiclassing into the
Cantrips Animal Aspect
class, you must meet these prerequisites: 13 Blade Ward Arcane Lock
Constitution, 13 Intelligence. Bloodbridge Blindness/Deafness
Dancing Lights Blur
Proficiencies. When you multiclass into the class, Dictation Crown of Madness
you gain the following proficiencies: daggers, Encode Thoughts Darkness
sickles, Herbalism kit, and Alchemist's Supplies Enemies Darkvision
Friends Detect Thoughts
Starting Wealth Instead of taking the equipment Infestation Double Sight
listed above, you may choose to start with 4d4 x Lightning Lure
10 gp. Enthrall
Mage Hand Gentle Repose
Mending Hold Person
Message Invisibility
Minor Illusion Knock
Poison Spray Levitate
Artist
Artist Credit:
Credit: Alexander
Alexander Dudar
Dudar Prestidigitation Locate Object
Pain Magic Mouth
Redirect Mirror Image
Shape Water Misty Step
Shocking Grasp Nightscar
Spare the Dying Phantasmal Force
Summoning Rope Trick
Saving Grace
1st level See Invisibility
Alarm Spider Climb
Arcane Tether Suggestion
Bane Transposition
Bloodbond Web
Burning Hands
Charm Person 3rd Level Spells
Color Spray Animate Dead
Command Aura of Vitality
Comprehend Languages Bestow Curse
Create or Destroy Water Blink
Cure Wounds Counterspell
Detect Magic Dispel Magic
Detect Poison and Disease Fear
Disguise Self Feign Death
Earth Tremor Gaseous Form
Expeditious Retreat Glyph of Warding
False Life Hypnotic Pattern
Feather Fall Leomund's Tiny Hut
Find Familiar Lifehunt Scythe
Fog Cloud Magic Circle
Grease Major Image
Identify Phantom Steed
Illusory Script Remove Curse
Jump Revivify
Longstrider Sending
Mage Armor Slow
Stumble Speak With Dead
Purify Food and Drink Stinking Cloud
Shield Teleportation Aura
Shift Thunder Step
Silent Image Tongues
Tenser's Floating Disk Vampiric Touch
Throw Voice Wall of Water
Unseen Servant Water Breathing
Follow /u/EliarsLostArts
FollowPatreon
/u/EliarsLostArts on
on Reddit oror find
Reddit new find Eliar's
Eliar's Lost
Lost Arts
Arts
     on
     on Patreon for
for exciting,
exciting, fun,
fun, and
and new homebrewed
homebrewed content!
content! Water Walk

10
BLOOD MAGE SPELL LIST Note: Custom Spells are Bolded.
Teleportation Circle Maze
4th Level Spells Wall of Force Mighty Fortress
Arcane Eye Omnipresence
Banishment 6th Level Spells Telepathy
Bloodsworn Retribution Animate Blood Trap the Soul
Burning Blood Arcane Gate Tsunami
Charm Monster Blade Barrier
Compulsion Bones of the Earth 9th Level Spells
Confusion Circle of Death Astral Projection
Control Water Contingency Conjure Colossus
Death Ward Create Homunculus Endure
Dimension Door Create Undead Gate
Divination Drawmij's Instant Summons Imprisonment
Dominate Beast Eyebite Infuse Intellect
Elemental Bane Flesh to Stone Omnipotence
Fabricate Forbiddance Prismatic Wall
Fire Shield Guards and Wards Steal Soul
Greater Invisibility Harm Time Stop
Leomund's Secret Chest Investiture of Ice Weird
Locate Creature Magic Jar
Mordenkainen's Faithful Hound Mass Suggestion
Mordenkainen's Private Mental Prison
Sanctum Nilspace Doorway
Phantasmal Killer Otiluke's Freezing Sphere
Sickening Radiance Otto's Irresistible Dance
Wall of Fire Programmed Illusion
Watery Sphere Scatter
Soul Cage
5th Level Spells Transfusion
Antilife Shell True Seeing
Bigby's Hand Wall of Ice
Circle of Power
Cloudkill 7th Level Spells
Contact Other Plane Etherealness
Contagion Finger of Death
Creation Fire Storm
Danse Macabre Forcecage
Dispel Evil and Good Mirage Arcane
Dominate Person Mordenkainen's Magnificent  
Dream Mansion
Enervation Plane Shift
Far Step Power Word: Pain
Geas Prismatic Spray
Hold Monster Project Image
Immolation Ravenous Darkness
Legend Lore Reverse Gravity
Maelstrom Sequester
Mislead Simulacrum
Mindburn Symbol
Modify Memory Teleport
Negative Energy Flood
Passwall 8th Level Spells
Rain of Blood Abi-Dalzim's Horrid Wilting
Raise Dead Antimagic Field
Rary's Telepathic Bond Antipathy/Sympathy
Reincarnate Clone
Scrying Demiplane
Seeming Dominate Monster
Telekinesis Earthquake

 
Illusory Dragon
Maddening Darkness
Artist
Artist Credit:
Credit: Pierre
Pierre Droal
Droal
BLOOD MAGE SPELL LIST
11
Eliar's Lost Spellbook: Cantrips
Bloodbridge Pain
Necromancy cantrip Necromancy cantrip
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S, M (two golden needles) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
Source: Edited from Wizard's Spell Compendium One creature you touch must succeed on a Constitution
You touch two creatures, drawing blood out of one (the saving throw or be wracked by horrific pains. On a failed
"donor") and infusing it into the other (the "recipient"). An save, the creature has a -2 penalty on all attack rolls and
unwilling donor must succeed on a Dexterity saving throw or ability checks. At the end of each of its turns, the creature
take 2d4 necrotic damage. The recipient then gains a number may repeat the saving throw, ending the effect on a success.
of temporary hit points equal to half of the damage dealt this This spell's penalty increases by -1 when you reach 5th
way unless either creature lacks blood (undead, constructs, level (-3), 11th level (-4), and 17th level (-5).
plants, oozes, elementals, etc).
This spell's damage increases by 2d4 when you reach 5th Redirect
level (4d4), 11th level (6d4), and 17th level (8d4). Abjuration cantrip
Casting Time: 1 reaction, which you can take when a
Dictation creature within 5 feet of you is targeted with a magical
Transmutation cantrip effect.
Casting Time: 1 action Range: Touch
Range: Touch Components: V
Components: V, S Duration: Instantaneous
Duration: Concentration, 1 minute When a non-hostile creature that you can touch is targeted
You enchant a pen or other writing instrument and it will with a magical effect, you may use your reaction to change
begin to transcribe any words spoken in a language you know one of the targets of that spell to you instead.
within 5 feet of it.
Summoning
Enemies Conjuration cantrip
Enchantment cantrip Casting Time: 1 action, or 1 reaction which you take at the
Casting Time: 1 action start of combat
Range: Touch Range: Touch
Components: V, M (a small doll) Components: V, S, M (chalks worth 50gp)
Duration: Concentration, up to 1 minute Duration: 48 hours
Target creature must make a wisdom saving throw. On a You place a visible mark on an object that weigs no more
failure, choose one of the following effects: than 5 lbs and fits in a 5 foot cube. As an action, you may
• It must immediately use it's reaction to make an attack on summon that object to you, so long as it's within 15 miles and
a nearby creature that it considers an ally, and then the spell not being worn or carried. After the marked object is
ends. summoned, after 48 hours have passed, or if you create the
• It is convinced that another target creature is plotting mark fades.
against it and becomes unfriendly, or perhaps hostile toward This spell's weight limit is increased by 5 pounds, and the
that creature. distance it can be summoned from doubles at 5th level (10
When the spell ends, the creature realizes that you used lbs, 30 miles), 11th level (15 lbs,
magic to influence its mood. It gains advantage on all further 60 miles), and 17th level (20 lbs,
saving throws caused by this spell for 24 hours and becomes 120 miles).
hostile toward you. A creature prone to violence might attack
you. Another creature might seek retribution in other ways (at
the DM's discretion), depending on the nature of your
interaction with it.

CUSTOM SPELLS
12 Artist
Artist Credit:
Credit: Missingtheground
Missingtheground on
on DeviantArt
DeviantArt
1st Level
Arcane Tether Stumble
1st-level conjuration 1st-level enchantment
Casting Time: 1 action Casting Time: 1 reaction, which you can take whenever a
Range: 60 feet creature moves into range.
Components: V, S, M (A needle and and pincushion) Range: 5 feet
Duration: 1 minute Components: V
An ethereal chain springs from your hand and flies toward Duration: Instantaneous
a creature you can see within range. That creature mus You target a creature with a mild, disorienting
succeed on a Dexterity saving throw or take 1d8 force enchantment. It must succeed on a Wisdom saving throw or
damage as the chain attaches itself to the creature's chest and move 5 feet away from you and fall prone. Creatures immune
a point at its feet. The creature is anchored to that point, to being charmed are immune to this effect.
unable to move more than 10 feet away from it. As an action,
a creature may attempt a Strength saving throw, breaking the Throw Voice
chain on a success. 1st-level illusion
Casting Time: 1 action
Bloodbond Range: 500 feet
1st-level necromancy (ritual) Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 30 feet, Touch Source: Edited from Wizard's Spell Compendium
Components: V, S, M (A length of red silk) You project your voice to any point you can see within
Duration: Concentration, up to 10 minutes range. As you cast the spell, speak up to 20 words to be
You link the health of two creatures. Choose one creature thrown. You may choose to alter your voice so that it is loud
within 30 feet, and then another creature you touch. An and booming, gutteral and eldritch, etc. You may also choose
unwilling creature must succeed on a Constitution saving to imitate a creature you have heard.
throw or be linked to the other. Any damage taken by one A creature that uses its action to analyze the sound can
creature is divided evenly (rounded up) between all linked determine that it is an illusion with a successful Investigation
creatures. After damage is taken this way, roll 1d2, and this check against your spell save DC. If a creature discerns the
spell ends on a 2. illusion for what it is, the sound becomes muffled for that
At Higher Levels. When you cast this spell using a spell creature. If the spell is cast to imitate something, saving
slot of 2nd level or higher, you may target one additional throws made by creatures familiar with the source you're
creature for each slot level above 1st up to a maximum of imitating are made with advantage.
four. Additionally, if cast using a spell slot of 3rd level, the
duration increases to 1 hour. If cast using a spell slot of 4th
level or higher, the duration increases to 8 hours.
Shift
1st-level conjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack. On hit, the target takes 1d10
force damage and must succeed on a Charisma saving throw
or be teleported up to 20 feet to an unoccupied space you can
see.
At Higher Levels: When cast using a spell slot of 2nd level
or higher, the range the creature can be teleported is
increased by 5 feet per spell slot level above the first.

Artist Credit: Chase Stone

CUSTOM SPELLS
13
2nd Level
Animal Aspect
2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a piece of the animal in question)
Duration: Concentration, up to 1 minute
As you cast this spell, choose a beast listed below. You alter
your body by infusing it with bestial spirits. For the duration,
you gain aspects of the chosen beast.
• Bear: you grow thick fur, gaining +2 to your AC.
• Cheetah: your legs lengthen and sprout spotted fur. Your
base speed increases by 10 feet.
• Falcon: Your eyes grow larger and you grow feathers on
your face. You gain advantage on perception checks. Nightscar
Additionally, attacking at long range does not impose 2nd-level illusion
disadvantage. Casting Time: 1 action
• Frog: your legs become elongated and muscular and Range: 60 feet Artist
Artist Credit:
Credit: Tomasz
Tomasz Jedruszek
Jedruszek
mottled green. You gain advantage on Acrobatics and you can Components: V, S
perform a long or high jump without a running start. Duration: 1 week
• Gorilla: your arms become long and strong and covered Source: Edited from Wizard's Spell Compendium
with dark hair. You gain a +1 bonus to your melee attack and You place a magical mark on a creature which can only be
damage rolls for the duration. seen by you and up to seven other individuals named by you
• Nightingale: your tongue narrows and you grow small when you cast the spell. It can also be seen by a creature able
feathers on your face and throat. You gain advantage on to see through invisibility. The mark remains on the target
performance and deception checks to mimick another and visible to those who can see it no matter what efforts are
creature. made by that creature to hide the mark, including attempting
• Otter: your hands and feet become flat and webbed. You to mask it with clothing, illusions, invisibility, or
gain a swim speed equal to your walking speed and can shapeshifting.
breathe underwater for the duration.
• Wolf: your face grows gray-brown fur and your mouth Saving Grace
lengthens and fangs become more pronounced. You gain 2nd-level abjuration
advantage on survival checks to track other creatures, as well
as perception checks that rely on smell. Additionally, your Casting Time: 1 action
unarmed strike can be a bite attack that deals 1d8 piercing Range: 30 feet
damage. Components: V, S
Duration: Instantaneous
Double Sight Source: Edited from /u/SwordMeow
2nd-level enchantment You leap to the air, landing at the feet of a creature within
Casting Time: 1 action range, taking their hand and shielding them. The creature
Range: 60 feet gains 1d6 + your spellcasting ability modifier temporary hit
Components: V, M (a pair of peeled grapes) points. Additionally, each other creature within 15 feet of
Duration: concentration, up to 1 hour your target must succeed on a Strength saving throw or be
pushed back 15 feet.
You touch a creature (the "recipient") and target another At Higher Levels: When cast using a spell slot of 3rd level
(the "donor"). A donor must succeed on a Wisdom saving or higher, the casting range increases by 15 feet and the
throw or become blind to their own senses for the duration (a creature gains 1d6 extra temporary hit points for each slot
willing donor can choose to fail this save). On a failed save, level above 3rd.
the recipient is able to see from the eyes of the donor and
able to freely distinguish between the two eyesights. The Transposition
donor may repeat the saving throw at the end of each of its 2nd-level conjuration
turns, or whenever it takes damage, ending the effect on a
success. Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pair of dice connected by twine)
Duration: Instantaneous
One creature within 60 feet that you can see and you
magically switch positions. If the target is unwilling, it must
succeed on a Charisma saving throw to resist the effect.

CUSTOM SPELLS
14
3rd Level
Lifehunt Scythe
3rd-level necromancy
Casting Time: 1 action
Range: Self (15 foot radius)
Components: V, S
Duration: Instantaneous
Source: Inspired by Dark Souls
You create a spectral scythe that sweeps around you,
dealing damage and healing you, and then vanishes. All
creatures within a 15 foot radius of you must succeed on a
Dexterity saving throw or take 3d8 necrotic and 3d8 cold
damage, or half as much on a successful save, and you heal
for half of the damage dealt to any single creature.
At Higher Levels: When cast using a spell slot of 4th level
or higher, the necrotic damage increases by 1d8 for each slot
level above 4th.
Teleportation Aura
3rd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose a point you can see within range. You and each
creature within 10 feet of you is teleported to an unoccupied
space within 10 feet of that point. Any unwilling creatures
must succeed on a Charisma saving throw to resist the effect.
At Higher Levels: When cast using a spell slot of 4th level
or higher, the range increases by 20 feet for each slot level
above 4th.
Tidal Bomb
3rd-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a wave of tidal pressure that builds for a time
and then explodes. Choose a 50 foot by 10 foot line, oriented
as you choose centered on a point in range, or a 20 foot
radius sphere. Whenever a creature enters this area for the
first time or starts its turn there, it must make a Dexterity
saving throw. A creature takes 2d8 cold damage on a failed
save or half as much damage on a successful one. As a bonus
action on any turn after the first turn you cast this spell, you
may cause the area to explode in a wave of force. Each
creature in the area must succeed on a Dexterity saving
throw or take 3d6 bludgeoning damage and 3d6 cold damage
or half as much on a successful save. Then the spell ends.
At Higher Levels: When cast using a spell slot of 4th level
or higher, the initial damage increases by 1d8 for each slot
level above 4th.

Artist
Artist Credit:
Credit: Dan
Dan dos
dos Santos
Santos

CUSTOM SPELLS
15
                                          4th Level
Bloodsworn Retribution
4th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a gold dagger worth at least 200gp)
Duration: Instantaneous
Source: Edited from Pathfinder
You speak an oath and shed your own blood, inflict 5, 10, or
20 points of damage to yourself and reducing your hit point
total by that amount. Until the oath is completed or
intentionally forsaken, you gain a bonus to all attack rolls,
saving throws, and ability checks made while specifically and
directly attempting to fulfill the oath (at the DM’s discretion).
This bonus is equal to +1, +2, or +3 depending on the amount
of hit points sacrificed. Additionally, you cannot recover the
spell slot used to cast this spell until forsaking or completing
the oath, at which point your hit point total is restored to
normal as well.
Burning Blood
4th-level necromancy
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (A drop of blood and a pinch of
saltpeter)
Duration: Concentration, up to 1 minute
Source: Edited from Wizard's Spell Compendium
You cause the open, bleeding wounds of a target you can
see within range to burst into blood-red flame. If that creature
is below it's hit point maximum it must make a Constitution
saving throw each round. The creature takes 2d6 fire damage
and 1d6 necrotic damage on a failed save, or half as much
damage on a successful one. This spell ends after the target
succeeds a saving throw three times.
Chilling Scythe
4th-level necromancy
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a gem-encrusted bone worth at least
250gp)
Duration: 1 minute
Source: Edited from Priest's Spell Compendium
You create an oversized but weightless scythe made of
glowing, blue-black force. The scythe is considered to be a
two-handed +1 magic weapon with which you are proficient.
It deals 2d10 slashing damage + 1d8 cold damage on a hit
and has the reach property.
If you drop the weapon, it dissipates at the end of the turn.
Thereafter, while the spell persists, you can use a bonus
action to cause the scythe to reappear in your hand.

Artist
Artist Credit:
Credit: Dan
Dan dos
dos Santos
Santos

CUSTOM SPELLS
16
Artist
Artist Credit:
Credit: Joseph
Joseph Meehan
Meehan
5th Level
Blackflame Burst
5th-level evocation
Casting Time: 1 bonus action
Range: 300 feet
Components: V, S, M (A pinch of ash and sulfur)
Duration: Concentration, up to 1 minute
Source: Inspired by /u/SwordMeow
You channel a writhing mass of naturally
opposed energies. For the duration, the energy
grows stronger and becomes harder to contain.
On any turn for the duration, you may use an
action to cause the storm

ttrrAA ttnnaaiivveeDD nnoo 8800aajjttssooKK ::ttiiddeerrCC ttssiittrrAA


to disappear from your hands and reappear at a
location you can see within range, where it bursts
from the ground. Each creature in a 20-foot-radius
sphere must make a Dexterity saving throw,
taking 4d8 necrotic and 4d8 radiant damage
on a failed save or half as much damage on a
successful one, then the spell ends.
Alternatively, you may use a bonus action
on each of your subsequent turns to channel
more energy into the storm. Each time you do
this, make a DC 13 Constitution saving throw.
If you succeed, the spell is treated as -
though it were cast using a spell slot one
level higher, up your highest level spell Mindburn
slot plus one. 5th-level enchantment
At Higher Levels. When you cast this Casting Time: 1 action
spell using a spell slot of 6th level or higher, the Range: 60 feet
radiant and necrotic damage both increase by 1d8 for each Components: V, S, M (a diamond worth at least 150 gp)
slot level above the 5th. Duration: Instantaneous
Source: Edited from Magic of Eberron
If target creature can cast spells, it must make a saving
throw using its spellcasting modifier, depending on its
spellcasting ability. On a failure, its highest-level spell slot is
expended and for each level of that spell slot, that creature
takes 1d8 psychic damage.
Rain of Blood
5th-level necromancy
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a vial of blood)
Duration: Concentration, up to 1 minute
Source: Wizard's Spell Compendium
A storm of sticky, life-leeching, glowing red blood appears
in a location you choose within range. The area of the storm
consists of up to five 10-foot cubes, which you can arrange as
you wish. Each cube must have at least once face adjacent to
the face of another cube. If a creature moves into the spell's
area for the first time on a turn or starts its turn there, that
creature takes 3d6 necrotic damage, then takes 3d6 necrotic
damage again at the end of each of its turns for 1d4 rounds.
This effect does not stack, though the creature must reroll
the number of rounds and take the higher one.

Artist
Artist Credit:
Credit: Dmitry
Dmitry Desyatov
Desyatov
CUSTOM SPELLS
17
6th level
Animate Blood The interior of this room is completely featureless, however
6th-level necromancy you may furnish it as you wish. It will continuously provide
fresh air and a temperature anywhere between 50° and 100°
Casting Time: 1 minute Fahrenheit.
Range: 10 feet If you wish (and have the ability), you may add any of the
Components: V, S, M (up to 6 drops of your blood) following spells to the final result while preparing this spell:
Duration: Instantaneous alarm, continual flame, guards and wards, magic mouth,
Source: Wizard's Spell Compendium major image, minor illusion, silent image, unseen servant,
You animate up to six drops of your own blood and turn and other, similar spells of the DM’s discretion. Each spell
them into inch-tall minions. Each droplet is considered a tiny increases the cost of the doorway by 100 gp + 50 gp per spell
creature that has 1 hit point, an AC of 15, a speed of 30 feet, level, and increases the casting time by 1 hour, but causes
and darkvision out to a range of 60 feet. A droplet that moves those spells to be permanent. You are still bound by any
more than 300 feet away from you becomes inert. You are limitations of those spells other than range. If an added spell
mentally linked to each of the droplets and may issue them is dispelled or suppressed, it will return to full strength the
commands. A droplet without a command will remain inert. following day at dawn.
As an action, you may switch your perception to one of theirs Bringing an extradimensional item such as a bag of
in order to use their senses as your own. While doing so, you holding into this room suppresses the magical properties of
are blinded and deafened to your own surroundings. You may the item until it exits the room.
also use a bonus action to direct one of the droplets to make If you cast this spell again, any previously created
a melee spell attack using your statistics on a target within 20 doorways are also destroyed, and your new doorway connects
feet using your spell attack modifier. If the attack succeeds, to the original extradimensional space.
the droplet deals 4d10 necrotic damage and then the spell
ends on it. Transfusion
6th-level necromancy
Nilspace Doorway Casting Time: 1 action
6th-level transmutation Range: Self (20 feet)
Casting Time: 5 hours Components: V, S
Range: Touch Duration: Instantaneous
Components: V, S, M (a stone and iron doorway worth at You attempt to siphon blood from nearby creatures. All
least 2,000 gp) creatures within 20 feet of you must succeed on a
Duration: Permanent constitution saving throw or take 10d6
Source: Edited from The Great Net Spellbook necrotic damage and you regain hit
To cast this spell, you must first build a stone archway points equal to the damage dealt
inscribed with arcane runes. The arch may be of any to a single creature.
appearance and design of your choice. This archway does not
have to be set up as part of a wall, although it can be. When
you finish casting this spell, the arch then permanently opens
to an extradimensional space 40 feet wide × 60 feet long,
with a 10 foot high ceiling. If you wish, you may alter its
dimensions as long as it remains that size (the floor can take
up no more than 2,400 square feet). Unless you take
additional methods to hide and lock the doorway, anyone can
use it and enter the space.

Artist Credit: Anato Finnstark

CUSTOM SPELLS
18
                              7th Level
Ravenous Darkness Additionally, whenever a creature other than you enters the
7th-level evocation area for the first time on a turn or starts its turn there, it must
make a dexterity saving throw, taking 3d10 (magical) slashing
Casting Time: 1 action damage on a failed save or half as much on a success and its
Range: 100 feet hit point maximum is reduced by that amount.
Components: V, S, M (a dozen teeth of various animals) If a creature’s hit point total is reduced to 0, the creature is
Duration: Concentration, up to 1 minute eaten and disappears, dropping all magical items it was
Source: d20pfsrd.com carrying. This reduction to a creature’s hit point maximum
Magical darkness spreads from a point you choose within lasts until the creature finishes a long rest or until it is
range to fill a 50-foot-radius sphere for the duration, affected by a spell like greater restoration.
spreading around corners. A creature with darkvision can’t
see through this darkness, and nonmagical light can’t
illuminate it. Additionally, if any of this spell’s area overlaps
with an area of light created by a spell of 6th level or lower,
the light is dispelled.
The area of darkness is filled with toothy, ravenous jaws
that bite at anything in the area. It attacks using your spell
attack modifier and may attack each creature other than you
inside it once at the end of your turns; roll one melee spell
attack with advantage, regardless of the number of creatures Artist
Artist Credit:
Credit: Craig
Craig J.J. Spearing
Spearing
inside, and compare it to each creature’s AC individually. On a
hit, a target takes 5d10 slashing damage and its hit point
maximum is reduced by that amount. This damage counts as
magical for the purposes of calculating resistances and
immunities.

                              8th Level
Omniscience Omnipresence
8th-level divination 8th-level divination
Casting Time: 1 action Casting Time: 1 hour
Range: Self (120 foot radius) Range: 30 feet
Components: V, S, M (golden tarot deck worth at least 1,000 Components: V, S, M, (Up to four golden pins worth 1,000 gp
gp, which this spell consumes) each, which this spell consumes)
Duration: 1 minute Duration: Permanent
You channel divine knowledge directly into your mind. For Choose up to four creatures within 30 feet of you. Upon
the duration, you gain Truesight out to a range of 120 feet. casting this spell, you permanently gain knowledge of the
Additionally, when you cast this spell roll ten d20s and record precise location of those creatures, even if you are on
the results. For the duration, you may replace any ability separate planes of existance or if they're hidden by a spell
check, attack roll, or saving throw a creature within range such Nondetection. This effect cannot be dispelled or
would roll with any number recorded. You must choose to do detected by a spell of 8th level or lower.
so before the roll, and each number may only be used once. As an action, you may expend an 8th-level spell slot and
Additionally, for the duration, whenever you would roll an another golden pin to teleport yourself to an unoccupied
Intelligence or Wisdom ability check, you may replace your space within 30 feet of one of the marked creatures.
die roll with a 20. Finally, you gain proficiency with every tool If you cast this spell and mark new creatures, the old
and gain the ability to flawlessly speak and understand all enchantments fade.
languages.

CUSTOM SPELLS
19
9th Level
Conjure Colossus Endure
9th-level conjuration 9th-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 300 feet Range: Touch
Components: S, M, V (a diamond worth at least 500 gp, Components: V, S, M (A set of arcane inks worth 2,500 gp,
which the spell consumes, and a ball of clay) which the spell consumes, and a platinum needle worth
Duration: Concentration, up to 10 minutes 5,000 gp)
The head, torso, and arms of a truly enormous, humanoid Duration: Concentration, up to 1 hour
construct rises from the ground. It is easily 50 feet tall, lacks You choose a spell of 5th level or lower that is affecting a
facial features, and is made of the same substance as the creature you can touch, freezing it in time. Until you lose your
terrain it is summoned in. concentration, that spell has a duration of 1 hour. If you
The creature is under your command. It rolls its own maintain concentration for the full hour, the duration
initiative. On each of your turns, you can use a bonus action becomes 1 year, as an arcane tattoo inscribing the spell
to mentally command the creature if its          appears on the creature's body. The tattoo fades if
within 1,000 feet of you. You decide what            dispelled by a Dispel Magic spell of 9th-level or
action the creature will take or you can                higher, or if the spell ends on the target in another
issue a general command, such as to                   way (for example, if a creature affected by
guard a particular chamber or corridor.                     Invisibility attacks, the spell ends and the tattoo
If you issue no commands, the creature                         fades).
only defends itself against hostile
creatures. Once given an order, the
creature continues to follow it until
its task is complete.
You may use an action to cause
the Colossus to retreat into the
ground and emerge in another Artist
Artist Credit:
Credit: Ben
Ben Redekop
Redekop
unoccupied space you can see
within 1,000 feet.

CUSTOM SPELLS
20
Fury Infuse Intellect
9th-level evocation 9th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self (15-foot sphere) Range: Self
Components: V Components: V, S, M (a sapphire worth at least 1,000 gp,
Duration: Concentration, up to 1 minute which the spell consumes)
Speaking a few ancient words to manipulate the fabric of Duration: Concentration, up to 10 minutes
universe, you unleash a pure, elemental force of destruction. You diffuse arcane power into your bloodstream, where it
You create a 15-foot sphere of hateful energy around you for finds its way to your brain, increasing your thought capacity
up to 1 minute. All nonmagical structures and objects that greatly for the duration and giving yourself the following
aren't being worn or carried that enter the sphere are properties:
instantly incinerated. • Your Intelligence, Wisdom, and Charisma scores become
Whenever a creature other than you enters the spell's area 26 and you gain advantage on these saving throws and ability
for the first time on a turn or ends its turn there it must make checks.
a Dexterity saving throw. On a failed save, it takes 1d6 of all • You can concentrate on two additional spells during this
13 damage types (Bludgeoning, Piercing, Slashing, Acid, Fire, time, and you gain advantage on saving throws to maintain
Cold, Poison, Necrotic, Radiant, Lightning, Psychic, Thunder concentration.
and Force), or half as much on a successful one. • You may cast the following spells at their lowest level at
The ground beneath your feet becomes lifeless and acrid. will, without requiring material components or having them
Any water or plants that grow in that area for the next year prepared or known: Silent Image, Suggestion, Scrying, and
becomes toxic. Any creature that drinks the affected water or Telekinesis.
eats any vegetation from the area must make a Constitution • You may cast the following spells at their lowest level
saving throw or become poisoned for 24 hours. Likewise, any once. These spells require no material components, and their
creature that sleeps in an affected area must make a effects dissipate when this spell ends: Feeblemind, Dispel
Constitution saving throw or become poisoned for 24 hours. magic, and Wall of Force.
After one year, the toxic effects begin to fade, disappearing When the spell ends, you must make a constitution saving
completely over the next week. throw. On a success, your movement speed is halved until
you take a long rest and you must choose to take either an
Illusionary Army action or bonus action on each of your turns, but not both. On
9th-level illusion a failure, you fall unconscious for 1d4 minutes or until you
Casting Time: 1 minute recieve damage, and upon awakening, you recieve the above
Range: Self effects as though you succeeded on the save.
Components: V, S, M (a sapphire worth at least 1,000 gp,
which the spell consumes)
Duration: 8 hours
You split your body and soul into eight semi-real illusionary
duplicates that appear utterly indistinguishable from each
other. The duplicates appear in unoccupied spaces you can
see within 30 feet of you. Each illusion has your statistics, but
disappears upon taking damage. You have the senses of all
illusions simultaneously and can easily differentiate between
them. Each illusion moves on the same turn but collectively
can take only two actions, two bonus actions, and two
reaction per round, as well as sharing your spell slots. When
there is only one illusion remaining, it becomes your real
body and this spell ends. If the spell ends and there are two
or more illusions remaining, you choose which one you
replace. When this spell ends, you are stunned for 1 round, as
your mind reels at being reconnected with your full soul and
there is a 10% chance you gain a form of permanent
madness.

Artist
Artist Credit:
Credit: Naiiade
Naiiade on
on DeviantArt
DeviantArt Artist
Artist Credit:
Credit: Francisco
Francisco Badilla
Badilla CUSTOM SPELLS
21
. Artist
Artist Credit:
Credit: Jason
Jason Rainville
Rainville

• Consume (0 failures). You infuse yourself or another


Omnipotence
9th-level divination creature you can touch with the soul, restoring 10d6+10 hit
points to that creature instantly and damaging the target by
Casting Time: 1 action the same amount.
Range: Self • Seal (1 failures). You seal the creature's soul in the
Components: V diamond used to cast this spell. Each diamond may only be
Duration: 1 minute used to hold one soul, releasing the first creature trapped
You temporarily ascend to nigh-godhood. For the duration, should another attempt to be sealed. A creature is trapped
whenever you cast a spell using a spell slot 4th level or lower, until the diamond is shattered. The diamond has an AC of 15
it's cast as though it used a 5th-level spell slot. When you cast and 10 hit points. Light can pass through the gem normally
a spell of 5th level or higher, it's cast as though it used an 8th- (allowing the target to see out and other creatures to see in),
level spell slot. These spells count as though they were cast but nothing else can pass through, even by means of
with their lowest-level spell slot for the purposes of class teleportation or planar travel. While the soul is trapped, the
abilities. When this spell ends, roll 1d20 and, on a 1, you can't body disappears, dropping everything it's wearing or carrying,
cast this spell ever again. On a roll of 10 or lower, all but is recreated upon the soul's release.
unexpended spell slots of 5th level or higher are expended • Rend (2 failures). You rip apart the creature's soul,
immediately. destroying it and it's material body completely. The creature
may not be returned to life by any means short of divine
Steal Soul intervention or a Wish spell.
9th-level necromancy • Twist (3 failures). You twist the soul, and restore it to the
Casting Time: 1 action creature. The creature falls unconscious for 1 round. Upon
Range: Touch awakening its alignment and morals change until the
Components: V, S, M (a diamond, worth at least 2,500 gp) diamond used to cast this spell is shattered. The diamond has
Duration: Special an AC of 15 and 10 hit points. You choose a new alignment
for this creature, and a basic course for its new moral code.
You reach into a creature's wounded body and steal their
soul. If a creature is at least 100 hit points below its hit point
maximum, they must make three Charisma saving throws.
Depending on the number of failures, enact one of the
following effects as you pull out its soul:

CUSTOM SPELLS
22
Turn to Lightning
9th-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (a crystal rod, worth at least 5,000 gp)
Duration: Concentration, up to 1 minute
You transform yourself into a bolt of lightning, enhancing
your abilities for up to a minute and gaining the following
properties:
• Your dexterity score becomes 30 and you gain advantage
on dexterity saving throws and ability checks.
• Your speed becomes 0. Instead of moving normally, up to
two times each turn, choose a point you can see within 60
feet to travel to near-instantaneously. If you would pass
through a creature's space on your way to that point, it must
make a Dexterity saving throw. On a failed save, it takes 5d10
lightning damage and can't use reactions until your next turn,
or half as much damage on a successful one. Creatures made
of metal or wearing metal armor have disadvantage on this
saving throw. A creature can only be damaged this way once
each turn.
• Your melee attacks deal an additional 2d10 lightning
damage and are rolled with advantage.
• You have immunity to lightning damage and the paralyzed
condition.
• You gain an additional action on each of your turns. That
action can be used only to take the Attack (one weapon attack
only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, you must make a DC 16 Constitution
saving throw. On a success, your movement speed is halved
until you take a long rest and you must choose to take either
an action or bonus action on each of your turns, but not both.
On a failure, you fall unconscious for 1d4 hours or until
damaged, and upon awakening you suffer the effects as
though you succeeded on the save.

Artist
Artist Credit:
Credit: Svetlin
Svetlin Velinov
Velinov
Artist
Artist Credit:
Credit: Denys
Denys Tsiperko
Tsiperko CUSTOM SPELLS
23
Hardy
The Hollow At 14th level, whenever you roll a blood die you gain +1 AC
Among blood mages, there exist a sect who have learned to until the start of your next turn.
use their magic as a tool to enhance their speed. By shedding Additionally, you double the effectiveness of any hit dice.
blood, the arcane content of their body rises, enhancing their
physical traits in a number of ways. The Shaman
Those who tend to focus it on raw strength are often better A blood mage raised in a smaller society, discovering their
suited to become Bloodreavers. But those who desire speed, magic alone, may turn to a more traditional path: The
dexterity, or stealth often choose to become one of the Shaman. Shaman typically fill the role of a cunning folk or a
Hollow. The Hollow lean heavily into the belief that with medicine man in remote villages around the world. Using
power must come sacrifice, and often leave every mission, their blood magics as a means of warding off evil spirits,
from the largest battle to the quickest scout, battered, bruised, fighting that which lurks in the night, curing ailments and
and most always bloody. healing wounds, and blessing the village with bountiful
When you choose this study at 2nd level, you learn the harvests are all within the purview of a Shaman.
following spells, which are accounted for on the Spells When you choose this study at 2nd level, you learn the
Known column of the Blood Mage table. These spells are not following spells, which are accounted for on the Spells
on the blood mage spell list but they are nonetheless a blood Known column of the Blood Mage table. These spells are not
mage spell for you: on the blood mage spell list but they are nonetheless a blood
Spell Level Spell Name mage spell for you:
1 Heroism, Longstrider Spell Level Spell Name
1 Bless, Hex
In addition, your blood dice maximum is increased by 1
starting at 3rd level. You gain an additional blood die again at    In addition, you gain the ability to create a voodou doll.
level 7, and level 11.            Creating one takes a 10 minute ritual, after which any
Levels Blood Dice Extra Dice             other dolls you have crumble to dust, and 10 gp worth
of           materials. To link a voodou doll to a creature, you
3, 4 3 +1        may use your bonus action to make a melee spell attack
5, 6 4 +1        against one creature within range. On hit, roll any
7, 8 6 +2                  number of blood dice, and the creature takes that
                 much damage. It is now linked to your voodou doll
9, 10 7 +2           for as long as you remain concentrating on it, as though
11, 12 8 +3           on a spell, up to a maximum of 1 hour.
13-16 9 +3
        Simbi's Blessings
17-20 10 +3            Beginning at 2nd level, you gain two voodou practices
            of your choice. Your practice options are detailed at
Drained              the end of the study description. Whenever you
Beginning at 2nd level, you learn to fight while drained of                 gain a level in this class, you may switch one of your
blood. As long as you have less than half of your hit point                  practices for another.
maximum remaining, your speed increases by 15 feet
and you can take a bonus action on each of your                  Shrunken Head
turns in combat. This action can be used only to                           Beginning at 6th level, you gain the ability to
take the Dash, Dodge, or Disengage action.                               create shrunken heads, imbued with your
                                 magic. The creation of a head requires a 1
Calculated Risk                                      hour ritual, 20gp worth of special salts
Starting at 6th level, as a bonus action, you                                       and string, and a creature's head. You
may choose to use a 1 instead of rolling for                                         can have up to two heads at once, and
each blood die that you would roll that turn.                                           performing the ritual again while you
You may use this feature a number of                                            have three heads destroys one of the
times equal to your Intelligence modifier                                            old ones. Your heads have an AC of
(minimum 1), regaining all spent uses on a                                           12 (natural armor), 5 hit points, and
long rest.                                           darkvision out to 120 feet.
Artist
Artist Credit:
Credit:
                                           Your heads all share a number of
Shed Excess BlackBirdInk
BlackBirdInk
                                       charges equal to your Intelligence
Starting at 10th level, whenever you roll a blood                                     modifier, and regain 1d4+1 charges at
die, your speed increases by 5 feet until the start of                                dawn each day. While you're holding a head,
your next turn.                           these charges can be used to cast the
                       following spells:

PROFANE STUDIES
25
Comprehend Languages (1 charge), Augury (2 charges),
Speak with Dead (3 charges), Dissonent Whispers (4 Artist
Artist Credit:
Credit: Lelyk777
Lelyk777 on
on
charges) and Crown of Madness (5 charges), without DeviantArt
DeviantArt
material components. When you spend the last charge, roll
1d6. On a 1, the head you're currently holding turns to dust.
Additionally, as an action, you can see through one of your
head’s eyes and hear what it hears until you choose to stop.
During this time, you are deaf and blind with regard to your
own senses.
You may also choose to set a head somewhere to keep
watch. As an action, you can expend 2 charges and cast the
Alarm spell instead of with its normal casting time, creating a
20-foot cube area centered on the head. After the duration the
head turns to dust. Voodou Dolls
You may also create and maintain two voodou dolls at A voodou doll has 10 HP and an AC of 10.
once, and your links no longer require concentration.
Practiced Mysticism
At 10th level, you can now create and create and maintain
three voodou dolls and three shrunken heads at once. Entreat the Loa As an action, you
You also gain two additional voodou practices of your may choose one ability score and deal
choice. Finally, Pins and Needles' damage and Stitch's 1d4 damage to your doll. A linked creature
healing are each improved to 2d10. may add your profiency bonus to any ability
checks or saving throws they make with the choosen score
Bondye's Blessing for 1 minute or until you choose another.
At 14th level, you can create a third voodou doll. Reinforce Fabric Once per short rest, as an action, you
Additionally, you gain an advanced voodou practice of your may sew extra fabric onto the voodou doll, dealing 1d4
choice from the options detailed at the end of the study damage to it. For the next minute, the linked creature is
description. Whenever you complete a long rest, you may enhanced. Choose one of the following effects:
switch your choice. •  Eyes: The creature gains darkvision out to a range of 60
        feet.
Voodou Practices •  Ears: The creature gains advantage on any perception
    Pins and Needles As an action, you can insert a pin into         checks that rely on sound.
your voodou doll. To do so deals 1d4 damage to your doll. The •  Legs: The creature's speed is increased by 10 feet.
linked creature must then succeed on a Wisdom saving •  Arms: The creature gains a +1 bonus to attack and
throw against your spell save DC or take 1d10+1 force        damage rolls.
damage. Stitch You may use an action to stitch your voodou doll,
Jinx The creatures linked with your voodou dolls are under healing the linked creature for 1d10 hit points and dealing
the effects of the Hex spell, as though it were cast at 1st-level. 1d4 damage to the doll.
This effect doesn't require concentration, but can't move if Beg The Marasa You a preternatural sense for all linked
the creature drops to 0 hit points. creatures if they're within 10 miles. You instantly gain
Bad Juju Once per long rest, you may cast Bestow Curse knowledge of the direction the creature is from you, as well
on a linked creature through its voodou doll without as the ability to see the path the creature followed to get
expending a spell slot. there.
Sew Once per short rest, as an action you may deal 1d4 Advanced Voodou Practices
damage to your doll and force a linked creature to succeed on
a Constitution saving throw against your spell save DC or     Yank Once per long rest, as an action, one linked creature
suffer one of the following effects: must make a Charisma saving throw as you rip off your
•  Eyes: The creature is blinded. effigy's head, destroying it. On a failed save, the creature
•  Ears: The creature is deafened. takes 10d12 force damage, or half as much on a success.
•  Mouth: The creature is rendered mute. Channel Papa Legba You entreat the guardian of the
•  Legs: The creature's speed is reduced by 15 feet. crossroads to take you to a previously linked creature. By
•  Arms: The creature suffers a -2 penalty to attack and performing a 1 hour ritual, you and up to five creatures you
       damage rolls. can see instantly transport to an unoccupied space within 30
As long as a creature is affected by this ability, you may use feet of a creature you've linked in the past week. As you
subsequent actions to continue sewing that doll, choosing a arrive, the voodou doll you used crumbles to dust.
new option each time.
At the end of each of it's turns an affected creature may
attempt its saving throw again, ending all effects on a
success.

PROFANE STUDIES
26
In addition, the following spells are added to the blood
mage spell list for you:
Spell Level Spell Name
         
2 Cloud of Daggers
3 Enemies Abound
4 Giant Insect
5 Insect Plague
6 Flesh to Stone
7 Mordekainen's Sword
8 Feeblemind
9 Psychic Scream

Thousand Cuts
Beginning at 2nd level, you master the technique to properly
bleed your enemies. Whenever an enemy is dealt damage by
one of your spells, they begin to bleed. At the end of their next
turn, they take 1d4 necrotic damage. This ability grows in
strength at 6th, 10th, and 14th level.
Additionally, you gain proficiency in the Charisma
(Intimidation) and Wisdom (Insight) skills.
Every Work a Masterpiece
At 6th level you've perfected your art of butchery. Whenever
you deal bludgeoning, slashing, or piercing damage, you may
choose to deal the maximum damage, instead of rolling.
You may do this a number of times equal to your
Intelligence modifier (minimum of 1), regaining all spent uses
when you finish a long rest.
Additionally, a creature damaged by your Thousand Cuts
ability has disadvantage on Investigation checks to discern
illusions until the start of their next turn.
Sadomasochism
Starting at 10th level, you learn to love giving and recieving
pain. Allies take half damage from your spells and have
advantage on their saving throws, and whenever you damage
yourself or an ally with a spell you heal a number of hit points
equal to half the damage taken at the start of your next turn,
Artist
Artist Credit:
Credit: and you may add your Intelligence modifier to your AC until
FromSoftware
FromSoftware you heal this way.
Additionally, the damage of your Thousand Cuts ability
increases by 1d4.
The Tormentor Breaking Point
Some blood mages, though exceedingly rare, simply love the At 14th level, your ability to determine the breaking point of
blood. Be it through an occupation, a mental breakdown, or a an enemy's descent into madness is amplified. When you deal
deep-seated insanity, a type of blood magic emerged that damage to a creature you may have that creature temporarily
excels at causing, spreading, sharing, and loving pain, torture, descend into madness. That creature must succeed on a
and in the end, blood. These unfortunate few are known Wisdom saving throw or roll on the Short-Term Madness
simply as Tormentors. table. A creature driven insane this way may repeat the
When you choose this study at 2nd level, you learn the saving throw at the end of each of its turns, recovering from
following spells, which are accounted for on the Spells the insanity on a success.
Known column of the Blood Mage table. These spells are not Once you use this feature, you can't use it again until you
on the blood mage spell list but they are nonetheless a blood finish a long rest.
mage spell for you: Additionally, a creature damaged by your Thousand Cuts
ability has disadvantage on concentration checks and ability
Spell Level Spell Name checks until the start of their next turn.
1 Ensnaring Strike, Inflict Wounds

PROFANE STUDIES
27
Editing Thoughts v1.1.5
Added Consequence6 to title page
Assuming +3 con HP will be (at levels 1, 4, 8, 12, 16, 20): Advanced Healing had no range, added one (30 feet)
12, 42, 82, 122, 162, 202 Swapped out several Images
Assuming +5 CON, HP is 14, 50, 98, 146, 194, 242
This class essentially has a d12 hit die that requires 16+ v1.2.0
INT. Which is good, to make it a more balanced gish. Finished images
Spell list themes: Necromancy, Illusion, Enchantment, Changed cover image
Lightning, Water, Ice, Blood Reworked Endearing Visage
Additional thoughts: Short range & stuff to become BBEG Replaced Crimson Tides with Bloodletting
Lacking archetypal wizard spells like Firebolt, Fireball, Arcane tracking from an Investigation check to an
and Wish opposing Int save part
Should I have my name in more places? I'm Eliar's Lost Changed Arcane leech from damage based on healing to
Arts, if you missed it. damaged based on spell slot used
I'm worried Hemorhage is too strong. Made art credit pretty
I'm worried about the strength of the Hemomancer's spell
list. v1.2.1
Thank you /r/UnearthedArcana and the Discord of Many Fixed PDF formatting which is for some reason weird.
Things for help balancing!
They hurt themself a LOT now. Hmmm... Add healing? v1.2.2
Perhaps light armor back? Fixed Advanced Healing, which was not pasted correctly
Renamed Power Word: Stumble to simply Stumble and
Changelog changed Int save to Wis save
Re-alphabetized spell list
v1.0 Corrected artist credit on p12
"Completed!" 9th level spells overhall Including:
Added Fury and the statblock for the colossus, which were
v1.1.0 missing
Added images (because I hate myself)
Formatting overhall including: Fixed two typos
Moving the reminder for archetype Updated Conjure Colossus
Page numbers v1.2.3
Table of Contents Updated wording on Blood Brothers
Some pictures, besides in the spells Updated wording on Carnage
Updated wording on Crimson Pact
v1.1.1 Missing comma on Bloodletting
Typos on Arcane Tracking and Blood Dice Added Crimson Pact ability to allow it to affect AoE spells.
Minor rework of Advanced Healing (removed % HP, added Blood dice cap out at 7 (rather than 8 at 19 & 20)
advantage with healer's kit) Updated wording on Scarlet Weapons (including minor
Renamed Blood Doping to Blood Rush changes, but nothing really of note)
Updated various spells (Summoning, Pain, and Missing comma in opening flavor
Teleportation Aura) Fixed bolding on multiclassing requirements
Minor format changes for Custom Spells
Slowly filling out pictures for Custom Spells v1.2.4
Fixed cover text to match 38 spells
v1.1.2 Updated Bloodbond
Sped up Blood Die progression Updated Throw Voice
Added Healer's Kit to tool proficiencies, made it "choose Blood Dice now damage through temp HP & minor
two" wording update
Lowered Carnage healing from 2d6 to 1d10 Changed a few "plus" to "+"
Changed Arcane Tracking to a fixed DC & reworded it Typo in Spell List
Removed Magic Missile from spell list Minor rework on Endearing Visage: added once per day
v1.1.3 and single target, and removed "heavily" from amount of
Updated Burning Blood scrutiny required, but changed from "friendly
Reverted Carnage back to 2d6 acquaintance" to simply "friend
Images in Custom Spells Cautiously added multiattack to Blood Rush
Added Ability Score Increase (RIP pretty picture)
v1.1.4
Increased level 1 spells from 3 to 5
Updated Blackflame Burst
Updated Lifehunt Scythe
Updated Chilling Scythe
EDITING THOUGHTS & CHANGELOG
28
v2.2.1
v2.0.0 Removed "or ability" from Masochism
No longer a spellbook caster, instead: Spells Known Fixed title images (including 4 archetypes!)
caster.
Added ritual casting
Split bloodreaver into a melee fighter and a blaster caster
(Hemomancer).
v2.0.1
Updated Endure
Updated Omnipresence
Updated Infuse Intellect
Removed Spellbook box on spell list page
v2.0.2
Added tool creation with Scarlet Weapons
Renamed Scarlet Weapons to Tools of the Trade
v2.0.3
Removed Light Armor proficiency
Added Light Armor Prof to Bloodreaver
Added Saving Grace, a 1st level spell
Renamed Arcane Leech to Leeching
Rearanged Images
Fixed page numbers
Fixed title page: 39 spells
v2.0.4
Added Poisoner's Kit tool proficiency
Increased skill proficiencies from 2 to 3.
Lowered spells at level 1 to 4 from 5
Reworded "Power from Blood" to "An Ancient Art"
v2.0.5
Renamed "Enhancer's Endgame" to "Mental Fortitude"
Frenzy no longer can cast 3rd level spells.
v2.1.0
Added the Tormentor subclass
Discarded art ----->
v2.1.1
Lowered initial DC of Endearing Visage, added a flat cap
Changed Impure Rejuvenation to happen before you heal
Cleaned up Tools of the Trade wording
Changed three to four under Archetypes
Reduced duration of Arcane tracking from 48 hours to 1
hour
v2.1.2
Added Disadvantage to Mental Fortitude's dual
concentration checks
Made Blood Brothers a 1/rest/creature thing
Clarified Hemmorhage rounding down
Updated Pain
Updated Arcane Tether
Formatting on changelog
v2.2.0
New fancy formatting and colors (oooh, blue!)
Changed Bloodletting to match original vision

EDITING THOUGHTS & CHANGELOG


29
Buffed Open Wounds to 6th level or higher
v3.0.0 v3.1.3
Abilities: Added clarification for creating other items with Tools of
Reworked blood dice: Required to cast spells now the Trade
Bugfix: removed Light armor from multiclassing (BR) Reworded Blood Rush and Extra Attack
proficiencies Moved the Sanguine Relief 10th level upgrade
Clarified Tools of the Trade: versatile weapons & death Reverted Open Wounds back to 7th level spells, from 6th
Removed blood dice with Tools of the Trade
Changed Endearing Visage DC to cap at your spell save Supplement Changelog:
(duh, that was so obvious..)
Replaced Cure Wounds in Spell Slots example Added in v4.0.2
Subclasses: Nerfed Practiced Mysticism to 2d10 from 3d10.
(BR) Nerfed Frenzy: Only range of self spells Renamed to "Echoes of the Ancient Blood"
(BR) Extra attack now requires 2 blood dice Added "As an action" to Yank
(BR) Blood rush now requires a blood die Added doll hp and changed things to damage it
(BR) Mental fortitude now breaks a spell instantly in Clarified timing on Entreat the Loa
addition to a concentration check Minor typo in Shaman, also made it a melee spell attack
(HM) Bugfix: changes that were supposed to be present Replaced old username from cover
from 2.1: Panacea having a level cap and Thicker than Removed 4th extra die from Hollow
Water having a gp cap. Rejiggered a lot about Shaman, honestly
(HM) Nerfed said level cap of Panacea Added Sadism to Masochism for Tormentor
Formatting: Added ability check disadvantage to Breaking Point
Ugh, added a page, added an image, fixed ToC, rearranged
images...... AGAIN.
Spells:
Nerfed Chilling Scythe
Nerfed Tidal Bomb
v3.1.0
Abilities:
Added: Sanguine Relief!!
Added Open Wounds?
Moved Bloodletting to 10th level
Nerfed Bloodletting
Lowered Thicker Than Water's multiplier
Reworded the requirements of Blood Rush and Extra
Attack
Rejiggered spells per level
Formatting:
Capitalized Blood Mage Table in Cantrips
Added a small amount of flavor to Casting and
Empowering Spells
Added hyphens between Xth and level in a few places
Bugfix: Removed Fire Shield from 2nd level spells?
Bugfix: Recolored "4th level"
Spells:
Buffed Chilling Scythe
Nerfed Stumble, Animal Aspect (Gorilla), and
Omniscience
Reworded Transposition, Teleportation Aura, Tidal Bomb,
Burning Blood, Rain of Blood
Updated Lifehunt Scythe, Blackflame Burst, and
Ravenous Darkness
v3.1.1
Rejiggered spells/level again
Reverted Panacea back to three spells
v3.1.2
Reworded Sanguine Relief slightly and made it a short
rest ability
Moved the second clause of Open Wounds to Bloodletting.
Minor typo in Endearing Visage
EDITING THOUGHTS & CHANGELOG
30
Updated Turn to Lightning and Steal Soul
v4.0.0 v4.0.3
Abilities: Typo in Blood Dice
Removed Arcane Flesh Bolded Rain of Blood in (HM)
Now 2d6 hit dice (Functional change of +3 HP at 1st level
and nothing else) v4.0.4
Crimson Pact now 1st level ability (+ rewording) Expend -> Roll in (BR)
No longer required to roll blood dice for 6th+ spells HAH I finally fixed the 4th level thing.
Changed Open Wounds to reflect this Fixed Table of Contents, added Supplement
Added Handaxe to weapon proficiencies Renamed to "Tome of Blood Magics"
Reworked Bloodletting to cause less rolling Increased spells at levels 1-6 by 1.
Added clause to Blood Dice to prevent wearing armor Moved Blood Mage table to bottom of page (thanks
Added shield proficiency /u/FragSauce for the idea I shamelessly stole)
Changed Impure Rejuvenation to function off Blood Dice Typo in Blood Brothers
instead of Hit Dice
Reworded Sanguine Relief
Sanguine Relief upgrade nerfed to 14th level
Sanguine Relief now rounds up
Subclasses:
(BR) Reworded and slightly buffed Blood Rush
(BR) Simplified Mental Fortitude
(BR) Frenzy now is a 1/short rest ability, can cast 3rd level
spells again
(HM) Removed redundant blood dice from Thicker Than
Water
(HR) Renamed Advanced Healing to Sense Essence (+
changed a word)
(HR) Martyr now short rest ability instead of long.
Removed The Tormentor Subclass
But added it to a suplement
Formatting:
Fixed cover description (I hate doing that one)
Redid artist credits and footers
Fixed Colossus Box (that took forever to figure out..)
Changed Version Numbers (v1.2 and 1.4 became v1.1.2
and v1.2.3 respectively)
Cleaned up the code slightly (this was all done in
Homebrewery, so if you know how hard that is... Consider
buying it!
Spells:
Lowered Spells known at 15th, 16th, and 17th
Moved Cure Wounds from Heretic spell list to Base
Added Bless to Heretic
v4.0.1
Added Arcane Flesh back (I was worried about a lack of
requirement for INT, and a dumb, tanky, full caster with
extra attack with Bloodreaver. Now at least it requires 16
INT. Plus -3 HP at lvl 1 actually matters)
Renamed Impure Rejuvenation to Rejuvenation (Needed 1
less line)
Removed Proficiency requirement from Spellcasting
Focus
Added overchanneling back (undocumented)
v4.0.2
Re-removed Arcane Flesh
Then subsequently added it again
Changed Bloodletting and Blood Rush to Int mod from
Con mod
Also reverted Blood Rush change
Increased Blood Rush to 2 blood dice
Added poisoner's kit and shield to starting equipment
Added Earth Tremor to the spell list
EDITING THOUGHTS & CHANGELOG
31
v4.1.0 Minor rewording of Coagulation
Added a ribbon to Arcane Flesh
Clarified Blood dice dont trigger Conc checks Panacea now requires blood dice roll
Renamed Bloodletting -> Ebb and Flow Learned about z-index and got fancy in a few instances
Fixed Ebb and Flow interacting with Sanguine Relief Added proper statistics for Animate Blood
Removed example from Open Wounds
Buffed Exsanguinate to 10 hp flat heal and 50 feet v4.1.5
Added second clause to Exsanguinate Summoning range increased + better leveling
Renamed Blood Mage Archetype -> Profane Study Arcane Tether range increased, chain length increased,
Profane Study at 2nd level, Sanguine Relief at 3rd anchored at its feet
Arcane Flesh from max 3 -> to half INT rounded up Fixed Shift's damage templating
Added Darts to proficiencies Lowered Throw Voice's range
Tools of the Trade now a 6th level ability Upped damage die of Animal Aspect: Wolf
Lowered HP costs on it, removed the last clause Lifehunt Scythe, 4d10 -> 6d8, slot level scaling
Explorer's Pack -> Dungeoneer's pack Added range scaling to Teleportation Aura
Studies: Bloodsworn Retribution, fixed range to Self
(BR) Buffed Bloodrush from 1 turn to x rounds Increased range of Tidal Bomb to 120 feet
(BR) Renamed Extra Attack -> Butchery Removed scaling on Burning Blood
(BR) Buffed Butchery to add the blood dice damage. Fixed sword to scythe on Chilling Scythe
(BR) Reworded Mental Fortitude Mindburn became 1 action
(BR) Clarified Frenzy Rain of blood, added initial damage
(MA) Renamed The Heretic -> The Martyr Clarified range of Animate Blood and increased leash
(MA) Renamed Martyr -> Bloodletting Increased healing on Transfusion to the full damage.
(MA) Buffed range on Leeching Rejiggered damage on Ravenous Darkness from 3d8 and
(HE) Cloud of Daggers -> Flame Blade 6d6 to 5 and 3d10 & removed scaling
(HE) Rain of Blood <-> Blackflame Burst Centered 7th and 8th level text
(HE) Carnage now 3x long rest Minor buffs for Omniscience + clarification
v4.1.1 Illusionary Army reduced to 8 clones and added stunned +
madness afterwards clause, but doubled actions/turn
Clarified timing on blood dice Infuse Intellect gained Charisma improvement
Exsanguinate up to 15 hp Omnipotence added "unable to recast + lose high level
Merged Arcane flesh into Crimson Pact spell slots" clause
Removed Concentration from Chilling Scythe Added 3 strike mechanic to Steal Soul
Cleaned up and clarified Turn to Lightning
v4.1.2
Launched Eliar's Lost Arts, added credits as such Follow /u/EliarsLostArts on Reddit or find Eliar's Lost
Fixed Teleportation Aura lacking a range. Arts on Patreon for more homebrewed content!
Added a title and "spell slots per spell level" to the Blood This is unofficial Fan Content permitted under the Fan
Mage Table Content Policy. Not approved/endorsed by Wizards.
v4.1.3 Portions of the materials used are property of Wizards of
the Coast. ©Wizards of the Coast LLC.
Clarified Sanguine Relief, Mental Fortitude, Leeching,
Thicker than Water, and Double Sight
Removed Find Steed and Find Greater Steed, added
Phantom Steed
Bloodbond: added a 50% chance of failure, and
concentration.
Stumble: range nerfed to 5 feet.
Burning Blood: fixed range
Animated Blood: clarified attack type & range
Transfusion: clarified amount healed
Endure: nerfed to 5th level or lower.
Infuse Intellect: removed some options and clarified
wordings
Turn to Lightning: nerfed movement damage
Omniscience: fixed range
Nilspace Doorway: now 1/caster
Added Starting Gold alternative
v4.1.4
Renamed Rejuvination -> Sanguine Relief
Renamed Sanguine Relief -> Coagulation
EDITING THOUGHTS & CHANGELOG
32

You might also like