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Blood Magic

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Blood Magic

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Cho C
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BLOOD MAGIC Sth Edition Supplement DESIGN Joshua Raynack EDITING ‘Cameron Guill ART Dusan Kostie Wiaards of the Coast Maciej Zagorski Mehrdad Some rights reserved. Viking e Rostampour is licensed under a Creative Commons Attribution 3.0 License. APG WEBSITES. OTHER WEBSITES vwewape-games.com ‘wenn obsidiandawn.com www facebook com/APGgames (Areane Circle Brushes) Bes 15) DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and al other Wizards of the Coast Product names, and thelr respective logos are trademarks of Wizards ofthe Coast inthe USA and other countries ‘This work contains material thats copyright Wieards of the Coast and/or ether authors. Such materal is used with permission under the Community Content Agreement for Dungeon Masters Guild ‘other original maceral in tis work is copyright 2016 by Alea Publshing Group and published under the Community Content Agreement for Dungeon Masters Guild . LOO) NAGIC Bp Practitioners of blood magic often lead trou- t bled lives. Other, more leamed scholars do ADVENTURERS All great stories have a beginning. In a dangerous world filled with mythic beasts and terrible dan- Bloodrage Savage. Bloodrage swvages have a primal connection to the blood of their ancestors and often draw upon generations of pain and hardship. Bloodrage savages travel beyond their primal beginnings, severing cultural ties, to redress past wrongs of an ancient blood relative, — Artwork: Wizards of the Coast Blood Thralls, Most blood thealls begin their journey after a dramatic uphefval leads chem 10» freedom from servitude, Gopd-hearted individuals ‘attempt to right the wrongs'they committed while under the influence of an evib aster, On the other hand, chose with a perverse mintloften sive 1 nurture their supernatural blood gain power over others Bloodline Sorcerers. Known 3s kine!s bl aM sorcerers, these practitioners of blood Mage lean to harness the raw energy within by spilling the bload of others. Blood sorcerers often cover ancient of unique bloodlines to harness theit untamed talent Blood Mages. Like most wizarts, blood mages travel in search for knowledge. Unlike those who scudy the traditional schools of magic, enlighten- 7 ment must come from within rather vel o dis discov- cred in a library suerounded by dusty tomes. While blood mages do not ignore ancient cexts, these wiz- ards often learn their craft through experimentation ‘and performing rituals in places steeped in arcane energy CHARACTERISTICS While traumatic and piv- otal events can define the core being of an individe how people behave Bloodrage Savage. Anger simmers in the veins of bloodnage savages; anxious for release just be= selves tallow the anger to low free. Bloodrage hurt fellow companions. Blood Thralls. With the blood of thei former unbridled confidence. Most blood thralls have a new appreciation for both freedom and fife, often overin- dulging in whims. While their bash behavior could be Bloodline Sorcerers. Curious ofthe inborn magie they possess, bloodline soreerers learn to develop a rapport with strangers, especially with those thar appear co have a unique lineages While many find bloodline sowerers cot ofbload, Others make use oftheir afable and sociable charms to postion themselves behind the throne ofan in Teeter stearate ete Blood Mages Blow’ mages often forgo tradition, see~ tyes and ack of read fr proven arcane consendgs _ many believe they ac free spirits This is often a misperception, Blood mages may not confine themselvesta the /f laborious cask of scribing spells; bue will inf*/ stead focus chat energy imto a structured || oo WHAT IS BLOOD MAGIC. Blood magic is ancient and many scholars discern that the first wizards employed blood magic before understanding the arcane fundamentals now studied. Historians find evidence (ofits primitive magic in archaic spells. None of these primor- dial arcane formulas has the power to achieve magic higher "than Sth level. Scholars believe this imitation is what led innovative mages to explore other magical sources to em- power spells. However, blood magic is not bound to the worl of spell- craft and arcane study. For enchanted creatures and power- "ful monstrosities, magic infuses to the nature of blood itself. "Several academics surmise that creatures possessing innate spelleasting attribute this endowment to blood. Ancient practitioners also believe this to be true, as evidence suggests that the frst mages soughe the blood of fey. dragons, and ‘even vampires, a5 well as other supernatural creatures, to ‘empower their spells. WHAT IS IN THIS GUIDEBOOK ‘This guide explores the power of blood and its supernatural, bond to magic. With continued support, we will work to develop this product into a definitive guide. Character Themes. There are a total of four themes for the barbarian, fighter, sorcerer, and wieard classes. Bloodrage savages inflict harm upon themselves to release the burning rage in their hearts. Blood thralls invoke the blood of their former masters to empower their abilities. Practitioners of bloodline sorcery, known as king's blood sorcerers, bind their magie with potent lineages. Wizards of the blood magic tradition seek to tether their own blood to the Weave. Races. This guide introduces a new subrace, the half-spawn. Half-spawns are creacures birthed during or sometime after their mother transformed into a vampire spawn. The super- ‘natural vampiric blood invigorates the newborn child with abnormal gifts. ‘The subrace is available to all races thae offer a selection ‘ofa subrace, There is also a variant to create a human half- spawn. ‘New Spells and Variants. The inclusion of new spells and variants in your eampaign can introduce players to the an- lene practices of blood magic. Variants can offer players an alternative to make their characters unique. ‘Magic Items. This guidebook presents several new magic items that expound the nature of blood magic. dance body increases the flow of blood and intertwines ies power with the Weave and exercise, ‘This deliberare movement of the Bach person has a unique view of the ld and possesses a compass that dictates what ight and wrong, fair and natural Bloodrage Savage. Those yood of heart hunger for malice find the unbridled fury exhilarating. ‘The ferocious demand for toxemic vengeance leads many’ bloodrage savages to chaotic and often evil tendencies. It takes a strong will to stave off the pounding drums of one’s, ‘own heart. Blood Thralls. As past servants to evil masters, blood thralls find it hard co revert to a life of laws and traditions, ‘They often find themselves estranged from family and friends should they return home. Blood thralls discover their supemacural gifts set chem apart from others, which makes it hard to settle into a normal life. Bloodline Sorcerers. The temptation to channel the raw magic thar seeches within is t00 greac to resist. Blood line sorcerers hide their selfish nature behind coy smiles and insincere gestures, With such a strained ethical and moral behavior, bloodline sorcerers oftentimes betray those closest to them should it unlock more power. Blood Mages. Blood magic isa learned craft thac re- quires intense control ever the body; therefore, most ards who follow this areane path are lawful in nature. Al- though most blood mages distaste tradition, their ideals might stem from a strong sense to acquire power through hard work and determination, While others commit them- selves to certain people able to aid in their quest for power, therefore they may not uphold a particular ideal RELIGION Commitment to a religious faith can arouse a feeling unparalleled when compared to other motivating determinants, Bloodrage Savage. While many bloodrage savages worship Malar, though good-aligned barbarians exposed to the teachings of IImater discover a quiet countenance never before experienced. Bloodrage savages who do wor ship the Broken God, however, do so in cults. Worshippers focus on the aspects of endurance and internal suffering rather than shouldering the burden of the weak or op= pressed, TP elooe Theale Ss once server rth eat eee blood thralls ofte past burdens and anguish. ‘To understand the nacure of the dark blood that binds them with their undead masters, « few blood thrills seek guidance from Kelemvor. Others, viewing their freedom from servitude as a renewal of life or spiritual rebirth, place their faith in Lathander, Blood thralls who embraced the savagery of theis former masters, continue to offer vietims to Malar, the Beastlod. Bloodline Sorcerers. | pon bloox-soaked battlefields, soreerers pray to Tempus for a good harvest of life sparks. toempower their magic, Knights with ancient lineages abound in battle-stricken Paerfin and bloodline sorcerers ‘often reap the rewards when dead or eaptured. Bloodline sorcerers with evil in their heart, find themselves in mur derous temples dedicated to Bhat. Blood Mages. \ myriad of yods have blood magicians as worshippers, While secret wizard covens consumed with bloodlust might venerate Bhaal, the Lord of Murder, the Few chasee injury and death as a part of life may look to» ward Kelemvor. On the other hand, thase that begin the dark path of blood sacrifice often seek ancient remnants ascribed to Jergal. Blood mages that revere the Pitiless jimes wm to maces to shoulder their One ignore his now contemporary role as a servant to Kelemvor, ‘These adventurers instead hunt the ruins of Netheril for forgotten risuals chat promise to bind th "blood to the Weave. BACKGROUNDS Very few adventurers have idyllic, quiee beginnings. Practitioners of blood magic are no ex- ception, "Bloodrage Savage. Bloodrage savages who killed in an uncontrolled, murderous rage begin adventuring with @ criminal background and often on the run. Others sought solace in the roar of the crowd as a gladiator, while bloodrage savages who fear the primal power within live in seclusion as hermits, An outlander is also a good fit for bloodrage savages, haunting strange and foreboding ruins at the edge of the world to seek ancestral vengeance. Blood Thralls. With a turbulent beginning, blood thealls only realize their potential once freed from servi- tude, While many atcempr to ceturn to a life before en- slavement, it praves difficule since a past connection led them to imprisonment. ‘The chosen background of a blood ‘thrall often intertwines with the motivations of their former master. A vampire infiltrating a secluded monastery might, select an acolyte to become a blood thrall; hiring safe trans port during the day, a member ofa merchant guild; or a savage attuned to the wilderness, a heemic or outlander. Bloodline Sorcerers. Those that seek to exploit a po- tent heritage align their services with that of the nobility Bloodline sorcerers insinuate themselves into such cultures under the guise of heralds, minstrels, or soldiers as well as squires to prominent knights. Oftentimes, the second son ofa noble family commits to a life of servitude to a ehurch, In those cases, king!s blood sorcerers discover that becom ing an acolyte proves rewarding, especially as a monk in a secluded monastery. In tribal societies, the presence of a bloodline sorcerer bolsters the lineage of the chief or ware lord and solidifies his claim to govern his people. With such a position, sorcerers become acolytes to leam religious rices to supplant the role of shaman. Blood Mages. Iblood mages often live life as a hermit, spending years in seclusion while investigating foreboding ruins. Many learn danee and aerobatics to better shape and contol circulation within the body. Others might spend some of their early life amongst soldiers, pursuing the art of battlefield medicine or understanding the circulatory sys- tem from those slain in conflict RACES Humans, wich such short life spans compared 10 “other races, seek to understand the nature of their own body and thus entice wizards 10 become bload mages or king's blood sorcerers, While elves lack the physical build and likewise disdain such arcane practices, half-clf blood mages relish the opportunity to forge their own path be- tween human tradition and elven heritage, While blood ehealls host an array of different races, vam- pites often prefer fey blood because of its enchanted na- ‘ture, and chus enlist elves or half-elves to serve their needs. Furthermore, the life of an elf spans several generations, which forges a long bond beaween master and slave. erg ‘on Wisdom (Survival) e! previously injured, as w recall information about them. EAGER FOR BLOOD Si: ng at 10th level, when a ce ends its movement atleast 20 feet from you, speed toward it, You can also enter a rage as part of the reaction, RECKLESS CLEAVE Beginning you hit witha Reckless Attack whi cereature Within § feet of you cakes da your Rage Damage bonus. ‘The damage type is the same as the melee weapon damage type you used for ' the atcack, BUSTY PAL PT SLOODRAGE STVGE you feed from the pain and anguish your rage. The shared blood of vengeful, ancestral spirits burdens your heare with a murderous lust quenched fora brief moment when your blade bites skin, a Cie eae nee a BLOOD RAGE S: ng when you choose this path ‘wound upon yourself as an offer re grievous strike. While raging, ice as a bonus action to choose a crea: Pepayoys aoMany *. FTGHTER ARCHETYPE Blood magie flows in the veins of powerful masters and often transfer such gifts co minions. SLO) THRELL Within the deepest reaches of night, bound through blood to serve a vampire or demonic overlord, you linger in a realm of madness from which few ever retura, The strength of your dark master pulsates through your veins and whether from a forbidden ricual or enthralling kis, it ‘empowers your resolve, Though free fros loathsome servitude, the haunting, Voice of your master forever beckons you co retut, Blood thrills learn to draw strength from the dark gifts bestowed upon them by the perverse beings who once bound them to service. Ie requires a deep inner resolve 10 Wield these dark boons without succumbing to savagery BLOOD DRINKER When you select this archetype at 3rd level, you can gain nourishment from the blood of your vietims. When you hita living creature with a melee Weapon attack, your attack deals an extra 1d8 points of damage. Ifthe targer is Large or smaller, it must also make a Suength saving throw. Ona failed save, you gain temporary hit points equal to the roll of your extra da + your Strength or Dexterity modifier (your choice), age BLOOD THRALLS IN BAROVIA While Blood Mage wizards and King's Blood sorcerers both fit into the macabre atmosphere of Ravenloft, Blood Thrall fighters are born to the setting. In a place where evil flourishes, blood thrall warriors fight to maintain their identity every day. The guilt of horrible deeds they committed haunts many good-aligned souls. X Blood Drinker save DC = 8 + your proficieney bonus + ) ‘your Strength or Dexterity modifier (yo ‘You can use this feature ewice between rests and only once tum, Once you expended all uses of this feature, you ‘must finish a short or long rest before you can use it again, Ar 10th level, the extra damage die becomes a d10, At 18th level, it becomes a d12, DARK GIFT At 7th level, you lear to draw upon the blood of your patton thae still courses through your veins. You gain one of the following features of your choice. Aberrant Climber. ss bonus action, you gain a climbing speed equal to your current speed until the end, of your turn, Celerity. You can cake a bonus action on each of your tums in combat to take the Dash action, Charming Gaze. You can cast charm person at will as 1 Ist-level spell. Once you use this feature, you cannot use ivagain uncil you finish a rest Gaze of the Hunter, Asa bonus action, on within 5 fect cannot make aa opportunity attack until the start of your next turn, Creatures immune to the charmed, condition ate unaffected by gaze of the hunter, Dark Sight. You can cast darkvision on yourself at will, without expending material components. Freed Mind. You have advantage on saving throws against being charmed ‘Shadow Life. When a target fails its Strength saving, throw against your blood drinker feature, you gain 5 additional remporary hit points, satu SHADOWED BLOOD AL Ich level, when you use the second wind feature while you ate in darkness, you can regain hit points equal to 2d6 + your fighter level insteud of normal At 18th level, the points you regain is instead equal ro 248 + your fighter level. DARK STRENGTH Ac 15ch level, creatures have a 1e to Suength saving throws against your blood drinker feature, Furthermoi select one dark gift for every 5 points you receive, You benefit from the chosen dark gift uncil you no loi temporary hit points, whenever you gain temporary hit points, AGILE EVASION Ar 18th level, you the Dodge action as a bonus action. Once you use this feature, you must finish a shor or long rest before you cain use ie again, Artwork: Dusan Kostic J t ey ~The arcane tradition 6f Blood magic spawns less studious pupils to unlock its phfential LINES BU N CLONE SORCERY) ft powerful source of magic. Most kingdoms forbid the practice of blood sorcery since ‘many believe it relies on the streagth of a noble line- age. Though the rumors and suspicions are true, only a few able 10 hamess its seerets reserve such power. Nevertheless, kings and queens, along with great tribal chieftains, believe ita sinister form of blood magie and hunt the purveyors with zeal. On the other handy, several serve as advisors to immoral rulers. ‘The depraved sovereigns often surround themselves with unwitting 13 of song heritage a a source for their blood PORTENT OF BLOOD Beginning at Ist level, when you choose this origin, you can select guidance when you learn a sorcerer canteip, PROPHETIC REFLEXES A Ist level, ReMi dl yun Big e nce Tecioen > eerie bonis RMR eal gos ei taps You kes sono ong rex. You canna seth fex- ture agin unl you fash a ext. ative checks, LIFE SPARK Starting ac 6th level, when you reduce hostile creature to 0 hit points with a melee weapon or spell attack, you eapeure a portion ofits fleeting soul and forge 1 life spark. Once per turn, you can expend a life spark co gain a benefic depending, on the nature of creature whose essence you captured. You can hold a number of life sparks equal to your Gonsticution modifier. Acthe end of a long rest, any tunspent life sparks fade into the great beyond. Some life spark powers require your trgec co make a saving throw to resist its effects. Calculate the saving throw DC as follows: al ee Life Spark save DC = 8 + your proficiency ‘bonus + your Charisma modifier. Aberration. You can expend an abertation life spark as rg action to gain a +2 bonus to AC until the end of = You can expend a beast life sparks an ation to pe 760k with aninals without the expendi ye of a spell slot. f oo Ss “Y= ~ jas 5 A ea ar Celestial. You can expend a celestial life spark as a bonus action to gain resistance to all damage uncil the end of your nexe turn, Dragon. You cin expend a dragon life spark to gain an advantage on ext siving throw. ‘This advantage lasts until the end of your next turn, Elemental. When you hit creature with a weapon or spell attack, you can expend an elemental life spark to deal aan extra 1d8 points of damage. ‘The extra damage can be either bludgeoning or fire (your choice). Fey. When you hit a creacure with a weapon or spell , attack, you can expend a fey life spark as a bonus action 19 bequile or frighten the target. ‘The target must make a Wisdom saving throw. On a failed save, it is charmed or frightened (your choice) until the end of your nexe turn. Fiend. You can expend a fiend life spark as a bonus action co gain resistance to fire damage until the end of Giant, You can expend a giane life spark to gain advantage to Strength checks until the end of your next tum, ‘Humanoid. You can expend 4 humanoid life spark as aan action co east auygury without expending a spell sloc or material components, VARIANT: BLOODLINES WITH GREAT LINEAGE With the permission of your Game Master, you can expand the power gained from a humanoid life spark should the life you extinguish bear a great lineage. As it stands, the power assumes the life spark originates from one with @ common ancestry, such as a peasant or warrior. However, as you advance, you can achieve further power from a humanoid life spark of grand lineage to cast potent divination magic. Uncommon Lineage: A humanoid with an uncommon lineage has a rich heritage, though holds litte power. A noble, such as a knight oF courtier, serve as examples ‘of a humanoid with an uncommon lineage. Beginning at 7th level, when you expend a humanoid life spark of an uncommon lineage, you can cast either Arcane Eye or Divination (your choice) using a sorcerer spell slot of the same level. Rare Lineage: A humanoid with a rare lineage, such as an distant heir to a throne or even a member of royalty, bears the potential of great power. Beginning at 9th level, when you expend a humanoid life spark with a rare lineage, you can cast either Legend Lore or Scrying (your choice) using a sorcerer spell slot of the same level, ‘Your Game Master reserves the right to decide the potency of the lineage a humanoid life sparks holds. Although not humanoids, a powerful giant king or demon prince can hold great power in their veins. Monstrosity. You can expend a monsteosity life spark sa bonus action to gain temporary hit points equal to 1d6 + half your sorcerer level. VESSEL OF GHOSTS Ar 14th level, you can retain the fleeting essence contained within a life spark. Atthe end ofa long rest, you can expend one or more hit dice: Instead of gaining hit points, you can prevent 1 life spark, from disappearing with each hit die you expend. WELLSPRING OF LIFE At lth level, the very presen ‘fa life spark revitalizes your strength and well-being, If {you possess at least one life spark at the end of a short rest, ‘you or one other creature within 10 feet can regain hit points as if you expended 1 hie die, ‘Once you use this Feature, you cannot use it again after along rest SHAPE LIFE SPARK When you achieve 18¢h level, ‘can manipulate the fleeting essence contained within a spark. When you expend a life spark, you can be any one of the listed life spark powers regardless of the creature's nature when you captured it, Wizards in the Foredteen Realms, ina unlock arcane seerey at ancient empir uncapped paths of she Weave DIT (VERGTON 1) mse wich ercane paver while your blood when I begin, wil simply spl om your bd." vvered hunger to often follow Blood mages leam tw heighten their spelleraft through manipulating the Weave and uniting the power of blood 1. Blood is life, though wizaeds that eravel this path of magic view the sanguine fluid Mowing through their veins as a wellspring of arcane power, BLOOD SAVANT You combine the source of your areane power with the blood flowing through your veins, When you select this arcane tradition at 2nd level, you gain. proficiency in Met rnd double your proficiency bonus to any check made with the skill, instead of your normal P jency bonus. Furthermore, when you perform the Arcane Recovery Feature, you also regain 1 expended hit die. BLOOD MAGIC Starting at 2nd level, you invoke blood magic t gain supernatural powers. You can use a bonus action to call upon the power of blood by either inflicting a ‘minor or severe wound upon yourself. Minor Wound. \nilicting, a minor wound requires the expenditure of 1 hit die. Instead of regaining hit points, ‘you gain 1 blood point. Severe Wound. Inflicting a severe wound tea the expenditure of 2 hie dice. Instead of regaining hit points, you gain 2 blood points. While you possess one or more blood points, you gain the following features: * Armor of Vieality. When you do not wear armor, your AC equals 13 + your Constitution modifier. © Lifeblood. You gain advantage on yous first death, saving dhrow of the day. Furthermore, you can expend blood points to perform the following blood rituals: '* Blood Agony. When you hit a creature with a melee 2 fr spell attack, you can expend I or more blood points to deal psychic damage to the target, in addition to the age of the attack. The extra damage is 1d6 for 1 BPI (prestiiet aera Cio) tar maximum of S46, Ac Hulvlevel, increase the damage die of od Avony toa d8. * Blood Sense. The sound of blood pumping in the veins of the living registers upon your senses like a wg ehythm upon your being. Expead 1 blood poineas an action to focus your awareness upon the immediate area to reveal the presence of living creatures. Until the end of your next tum, you know the location of any beast, giant, or humanoid, within 60 fect that is not behind eotal cover. You know the type of any being whose presence you sense, but not the identity of the creature, © Fortitude of Blood. !'xpend | blood point as a bonus. action to gain a bonus to Constitution saving throws, which lasts for 1 minute, equal to your Intelligence modifier (minimum of +1). You can invoke this ritual twice, Afterward, you cannot perform it again until you finish a shore or long rest. After a long test, unexpended blood points vanish. BURN THE BLOOD Ac 6th level, you gain resistance to psychic and fire damage. Furthermore, whenever you begin casting a spell of 1s¢ level or higher that deals psychic or fire damage, a wave of pain and anguish erupes fiom you. This wave causes creatures of your choice within 10 feer co suffer psychic or fire damage (you choose each time you activate this feature) equal to half your wizard level. CULL THE BLOOD Ax 6th level, you learn to manipulate the flow blood, even if itis not your own, to either stem death or empower your blood magic. '* Blood Siphon. When you reduce a creature to 0 hit poines with a melee or spell attack, and the ereacure dies, you gain I blood point. © Mark of Blood. When an attack scores 4 critical hit against living creature within 10 feet, you can spend blood point as a reaction, Until the end of your next tur, you gain advantage on attack rolls against the ‘+ Wellspring of Life. When you mak throw and roll a 19-20 on the d20, points instead of normal AL th level, you regain 1d6 hits points when you instead roll a 18-20 on a death saving throw. INHERITOR OF BLOOD Ac 10th level, you can invoke the power of blood in others to bind your wounds. Should, you drop to 0 hie points and do not die outright, you ean make a DC 10 Constitution saving throw. If you succeed, ‘one willing creature within 30 feet can expend one hic di and you regain a number of hit points equal to the result. ach time you use this feature after the first, increase the DC by 5. When you finish a short or long rest, reset the DG to 10. ‘one spell slot. For each blood point you expend, roll 146 and consule the following Creating Spell Slots table for the result. You cannot create a spell slot higher than Sch level. CREATING SPELL SLOTS Spell Slot Gained Ist 2nd 3rd, 4th 5th 24+ | BLOOD SOUL MAGUS When you achieve 14th level, you learned the final seeret of weaving blood and raw areane power into one source of magic. When you inflict a }or of severe wound hrough your Blood Magic feanure, ‘you gain a greater number blood points. When you infliet a minor wound, instead gain 2 blood points, while a severe ‘wound yields 4 blood points, ie ea oh 9 re esto 2) fei AM ip ren power while your blood, les Looe ater sl fam your boy” F fo hcighten their spellerat through manipulating thé Weave and uniting the power of blood Rac sscade light. Blood is life, though wizards that eravel This-path oPmagic view the sanguine fluid Mowing through their veins'as a wellspring of arcane power. Blood mages tear BLOOD SAVANT You combine the source of your areane power with che blood flowing through your veins, When you select this arcane tradition at 2nd level, you gain proficiency in Medicine and double your proficieney bonus to any check made with the skill, instead of your normal proficiency bonus. Purthermore, when you perform thi feature, you also regain 1 expended hit die. Arcane Recovery BLOOD MAGIC Starting at 2nd level, you can form a bond between your lifeblood and the magical energies of the Weave. As an action, you call upon the power of blood De reals Gc wound opin yourctt. While the wound does nor deal damage or break concentration, it isa hemophilie wound and thesefoce emains open. Once you staunch the flow of blood, you 5 weaken the connection to the Weave ; When you inflict a hemophilic wound, you gain access to a pool of blood points (described below), Once you infec a hemophilic wound, you cannot inflict another such ‘wound again until you finish a Blood Poot. You have 4 number of blood points determined by your wizard level. You ean have more blood points than shown on the table for your level. BLOOD POOL Level Blood Points 24 2 58 9.12 1346 aene 1720 Healing. Any form of beali flow of blood and can close the hemophilic wound. When, you regain one of more hit points, you also lose I blood yoint. When you no longer have any blood points, the you receive staunches the detailed below under Blood Rites. ‘When you gain a level in the wizant class, ‘(A TALE OF TWO TRADITIONS You may wonder why there are two wizard traditions with the same name? When I first designed the class, | wanted the character tempted to risk life for power. Hit dice seemed the obvious choice although | fle uneasy about the trade off (U never liked the idea of characters giving up something inherent to access class features) In the end, the orignal fele overpowered in the right circumstances. In an adventuring group with a ceric or bard with powerful healing abilities, che character does not need to exert hit dice during a rest. ‘Atter | made the changes and updated the product with the second version (which overhauled the tradition entirely) | discovered Mike Mearls and Chris Lindsey highlighted the virtues of the original in an Unearthed Arcana article Much to my horror, I nixed it during the lavest update and ‘tno longer existed in the product, Therefore in this update, included both versions. Feel free to include one or both versions in your game. j oe So ees oe EMPOWERED BLOOD At 6x level, when you rell damage for a spell, you ean reroll a number of damage dice | " up co your Consticution modifier (minimum ofone). You, must use che new result Once you use this feature, you must finish a shore oF long rest before you can use itagain. Starting at 14th level, ‘you can use it twice before a rest, but only once in the 7 same turn. BLOOD AWAKENING Starting at 10th level, you can bestow consciousness upon the blood of a dead creaeure causing the lifeblood co reinvigorate the corpse. fou can cast revivify once using a wizard spell slo. ‘Once you use this feature, you cannot use it again until you finish a long rest, CULL THE BLOOD Ac 14th level, you can manipulace the blood of another creature and cult free from its confinement, drawing it fom the body all at once. ‘The pressure ruptures tissues and organs causing intense pain, 4 As an action, one creature within 30 feet must make a Constitution saving throw, aking 10d10 necrotic damage 3 on. failed save of half as much on successful one, ‘This feature has no effect on constructs, oozes, plants, and undead Once you use thi you finish a long rest BLOOD RITES The blood tices are in alphabetical order. again until feature, you cannot us You can use blood as a spellcastng focus for your wizard spells. When you cast.a spell inflict a wound upon yourself "and take I pein of necrotic damage for each level of the spell. This damage does not break concentration and ignores resistance and immunity. ‘You cannot use the blood component feature ita spell indicates a cost for a component. You must have that, specific component before you can cast the spell WIZARD VARIANT: BLOOD CHANNELER Boginning at Ist level, you can replace the arcane recovery class feature with blood channeler. |LOOD CHANNELER Once per turn, you can choose to inflict a wound upon yourself to cast a spell you prepared without expending a spell slot. To cast a spell, you expend a ‘number of hit dice equal to the level of the spell. The spell you cast cannot be éth level or higher. ‘Once you expended a number of hit dice equal to half your wizard level (rounded up), you cannot use this feature again undl you finish a long rest For example, if you are a 4th-level wizard, you can ex pend a combined total of 2 hic dice to east either a 2nd-level spell or two | st-level spells before requiring a long rest. ‘When you select the Blood Magic Arcane Tradition and choose to replace arcane recovery with the blood channeler feature, you instead regain the extra hit die from Bfood sa- vancafter along rest. This extra hit die cannot exceed your hit dice maximum. For example, a4th-level wizard spent 3 hit dice. After a long rest, instead of regaining 2 hit dice as normal, the char~ acter recovers 3. Blood Focus. When you cast a spell that does not indicate 4 cost for a component, you can spend 1 blood point to cast the spell without material components, Blood Ritual. You can expend 2 blood points to cast a Ist level spell with the ritual tag from a spell lise from any lass, You must cast che spell asa ritual Blood Spell. You can spend blood points to cast a spell that you prepared without expending a spell slot on your tum. The Casting-a Spelltable shows the cost of casting a spell ofa given level. You ean cast a spell no higher level than 4th and must meet the minimum level required co ‘east the spell, CASTING A SPELL Spell Level Ise 2nd er Phantom Vigor. When you cast a W spend 1 blood point as a bonus 2 temporary hie points Potent Blood. Nhen you cast a wizard ca i expend 1 blood point eo add your pro ae Silence the Pain. You can expend 1 blood point and) concentrate (as if concentrating on a spell) to gain resistance to psychic damage. While you invoke this blood rite, psychic damage dees not cause you to break concen tration. nus BURRICE HL walk che Worlds befween the living and the dead. Meiinen yoifweretnfptboen chi, exposure wo the blood of MMF you ano a being untarilaro mat of RMN bear the mrecharinessof your re, in I opckracc) «Gar si oor he ‘ever you treat! in the form of whispers and suspicion. PeeaeRE Bagrerrings cons palgerinate dat ts csthercareregeedtte pA ETT BRIEF te boat induced ior scl through «aleve of oa survived Unnerving Appearance, Sharing the dominate Bar che becca gf sique While you Gan wale fimongst your Kino without notice in bie passing, your RO eetilaes Me cc tend and youlhete canine teeth. Although not long and thin like fangs, the incisors er Rete cat encigh i xe plocd HALF-SPAWN SUBRACE TRAITS ‘Ihe alf-spawn has the dwarf, elf, gnome, or halfling racial ets inthe Player's Handbook, plus the subrace tits listed below Ability Score Increase. Yous Strength score increases . byl Biee. You can use your Attack action co make an un- armed strike to bite one willing creature, or a creature grap- pled by you, incapacitated, or restrained. Ifyou are able to make multiple attacks with the Attack replaces one of them. Whenever you hit a ereature with an unasmed strike granted by your bite, you gain temporary hit points equal to the amount of damage dealt. Darleision. The vampire blood bestowed upon you _geants you suy ‘ean see in dim light within 60 feet of you as if it were bright light, and in darkneys as i ic were dim light. You cannot discern color in darkness, only shades of gray. If your racial traits grant you darkvision, you then i stead have superior darkvision ‘Superior Darkvision. Your darkvision has a radius of 120 feet. Half Spawn Weaknesses, While the vampire blood that nuns in your veins grants you supernatural gifts, you also suffer from one of the following flaws of your choice: orbiddance Susceptibility. If you enter a residence ‘without an invitacion from one of the oceupants, you have disadvantage on attack rolls and on Charisma checks until you leave the residence. Running Water Sensitiviry. When you end your turn ag water, you have disadvantage on attack rolls and cks until the end of your next eur, ‘Sunlighe Sensitivies. You have disadvantage ateack rolls and on Wisdom (Perception) cks that rely on sighe when you, the target ‘oir artack; onwhatever you are trying t© ive isin direct sunlight. erior vision over others of your kind. You Relentless Fortitude. If damage reduces you to 0 hit points, unless the damage is radiant, you are instead re- duced to I hit point Aer you tee this feta, you cannot se again uni you complete a ‘Speak wich Children of the Night. Thcoush speech, ple ideas with bars, rats, and ‘wolves. Half-spawns find comfore confiding in these ani- mals and often attempt to gain their trust. VARIANT: HALF-SPAWN HUMANS Your Dungeon Master might allow these variant traits all of which replaces the human's Ability Score Increase trait in the Player's Handbook. Ability Score Increase. Your Strength, Constitution, and Dexterity scores increase by |. ‘Skills. You gain proficiency in one of the following skills cof your choice: Athletic, Intimidation, Perception, or Persua- Bie. As described under Half Spawn Subrace Traits. Darkvision. The vampire blood bestowed upon you _grants you superior vision over others of your kind. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as fit were dim light. You cannot discern color in darkness, only shades of gray. Half-Spawn Weaknesses. As described under Hale Spawn Subrace Traits. Relentless Fortitude. As described under Hall-Spawn Subrace Traits. Speak with Children of the Night. Ms described un- der Half Spawn Subrace Traits. TIEFLINGS AND DRAGONBORN While itis possible for planctouched tieflings and dragonborn to have a vame pire spawn mother, their already potent lineage dominates and often prevents the transformation process, ‘Theretore, halfspawn cieflings and dragonborn are rare to exhibic the supemacural gifts of their vampiric heritage ‘The spells introduced in this chapter allows other spell- ‘asters to experience and explore blood magie. BARD 3rd Level Blood Rage DRUID 2nd Level Grimson Blade RANGER 2nd Level Reaping Strike SORCERER Ist Level Caustic Wound . 3rd Level Blood Rage WARLOCK 4th Level Boiling Blood WIZARD. Ist Level Caustic Wound 2nd Level Blood Quill 3rd Level Blood Rage 4th Level Boiling Blood SPELL DESCRIPTIONS ‘The spellsare in alphabetical order, BLOOD QUILL 2nd-level divination (rituaD Casting Time: | action Range: Touch ‘Components: V, S, M (a quill made from the feather of an ‘exotic monstrosity worth atleast 100 gp) Duration: | day ty ee within 24 hours ofhis or her death. Np pierte the co rh the specially prepared quill and as it siphons thes blood from the cadaver, ard spell prepared or known to the deceased spellaser "The spell must be of aleve! for wx You havea ‘You can attempt to learn a-wizard spe ae slocand you must make aa Tnveligence gana) check to determine whether the quill absorbs ie suctessfly. The DC equals 10+ the spell’ level. On a failed spell ends and consumes the qui (Ones agealls beaethctpell posrony eens time to unscribe ic into your spelibook using the normal rules for copying a spell. The quil crumbles into dustat the end of the duration or once you copy the absorbed spell into a spellbook, whichever happens fist. BLOOD RAGE Srd-level enchancmene (blood magic) Casting Timer | action Range: 90 feet ‘Components: V, 5, M (a pint of the easter's blood) Duration: Concentration, up to | minute ‘You choose a wiling creature you can see within range and incite the blood within ies veins with an unquenchable fury. Until the spell ends, the target deals an extra Id4 damage to the target whenever it hits with a melee weapon attack. Until the spell ends, each time the target takes damage, increase the extra damage one die step to a maximum of, 1d12. You can also increase the extra damage one die step the target drops to O hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to incite anew willing creature. ‘At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the extra damage by cone dle step to a maximum of Id12 for every slot above 3rd. Blood Magic. When you cast this spell, you must ex pend 3 hit dice plus an additional | hit dice for every slot above 3rd. At the end of the duration, gain one level of ex- haustion (as deseribed in appendix A of the Player's Hand- book). This level of exhaustion lasts until you finish a short rest. BOILING BLOOD Ael-level eransmutation Casting Time: | action Range: 60 feet ‘Components: V, 5, M (one ounce of flammable oil) Duration: Concentration, up to | minute. caeaeasta ied aga (Acie ure poisoned alam ‘make another Constitution afvlngiebrowist navn _ PLAYTEST VARIANT: BLOOD MAGIC SPELLS While the bood channeler and blood component variants are sufiient to introduce a unique magical atmosphere to Your campaign, certain spell in this guide present another direction we can explore blood magic. Blood spells (marked with the blood magic tag) represent the ancient magic of early practitioners. The spell crimson \ diade, for example, is perhaps the predecessor of flame blade Second, blood magic spells are more powerful than those fof an equivalent level. It is forbidden and primordial magic, well as being a bit reckless. A personal sacrifice on the part of the spelleaster offsets this increase in power. ‘The design behind a blood spell isto entice players with a potent alternative during a desperate situation. It should provoke an internal debate within the character before he or she unleashes its power. Lastly, let us know your opinion and whether we should further explore this playtest variant in future updates. We also want to hear other suggestions or improvements. Are the limitations too restrictive, not enough, or fail to fit che theme of blood magic? the end of each of its tums. On a failed save, it kes 246 fice damage, If it successfully saves against this spell three times, the spell ends. [fit fails its save three times, it takes 2<46 damage at the end of each of ies tums for che duration, ‘The suecesses and failure do not need to be consecutive; keep track of both until the earget collects three of a kind, Ac Higher Levels. When you cast this spell using a spell slot of Sth level or higher, you can target one addi tional creature and the damage increases by 1d6 for each spell slot level above 4th CAUSTIC WOUND Ist-level transmutation Casting Time: | reaction, which you take in response to being damaged by a creature with either piercing or slashing, damage Range: Self ‘Components: V, $ Duration: | round You infuse your blood with caustic acid, Uneil the start of ‘your next tum, when you take piercing or slashing damage, spray of acidic blood bursts from the wound, including from the triggering response. One creature in a 10-foot ‘cone must make a Dexterity saving throw, A creature: takes 2d10 acid damage on a failed save, or halfas much damage on a suecesstul one, ‘The acid destioys any susceptible objects in the area that are aoe worn or cattie At Higher Levels. When you cast this spell using a slot of 2nd level or higher, the damage increases by CRIMSON BLADE 2ndblevel necromancy (blood magic) Casting Time: | bonus action Range: Self ‘Components: V, 5, M (a pint of the caster's blood) Duration: Concentration, up to 10 minutes ‘You inflict a wound upon yourself and sculpt the flowing, crimson blood into a blade in your free hand. The blade is similar in size and shape to scimitar, and lasts for the dura- tion. If you let go of the blade, it splaters blood in a 5-foot radius and the spell ends. Each other creature in the radius must make a Dexterity saving or suffer | d6 necrotic damage. You can use you action to make a melee spell attack with the crimson blade. On a hit, he target takes 46 necrotic ‘damage and must sueceed on a Wisdom saving throw or be- ‘come frightened unel the end of its next turn While frightened by this spell a creature must take the Dash action and move away from you by the safest route available on its turn, unless there is nowhere to move. ‘At Higher Levels. When you cast this spell using a spell slot of 4th level or 6th level, the damage increases by 246 for every two slots above 2nd, Blood Magic. When you cast this spell, you must ex- pend 2 hit dice plus an additional 2 hit dice for every two slots above 2nd. At the end of the duration, gain one level of ‘exhaustion (as described in appendix A of the Player's Hand- ook). This level of exhaustion lasts until you finish a short, REAPING STRIKE 2adslevel necromaney Casting Time: | reaction, which you take when you hit a living creature with a melee weapon attack and it is a critical hie Range: Self ‘Components: V Duration: Instantaneous The blood culled from a grievous wound of another binds in hie ‘your injuries, You de: points equal to the damage. At Higher Levels. When you cast this spell using a spell sloc of 3rd level, che extra damage is 148, When you use a spell slor of deh level, the extra damage is 110. When you cast this spell using a spell slot of Sth level or higher, the extra damage is td12, aan extra 1d6 damage and | | Adventurers discover strange and interestin, ‘course of their journeys within the Realms. Forged in Dlood, the following magi campaign chat allows the Blood Magic Atcane 1 BLOOD-DREADER Weapon (any sword), rare (requires sttunement) ‘You gain a +2 bonus to attack and damage rolls made with this magic weapon against nonliving creatures. Otherwise, it functions as a normal sword. ‘Curse. When you deal damage to a living ereatuce with, this blade, you must succeed on a DC 15 Wisdom saving throw. On a failed save, you Feint and fall unconscious. ‘You can repeat the saving throw at the end of each turn, ending the effect with a success. You can break the cursed enchantment as normal. Afterward, the sword becomes a +1 weapon with no other properties. BLOOD LEECH Weapon (any sword), uncommon (requites attunemend) You gain a +1 bonus to attack and damage rolls made with this magic weapon, Ifyou make an ateack using this weapon, at the end of ‘your turn, if you did not hie at least one target, blood leech deals 5 (1410) necrotic damage to you (this damage eannot be avoided and overcomes all immunities and resistances). Until the end of your next turn, the next attack you make deals an extra 2d6 points of necrotic damage to the fist target it hits. POTION OF CRUOR Potion, varies When you consume this potion, you regai dice determined on the rari following table. ‘The liquid appears as coagulated blood, thick and syrupy. Once consumed, further potions of enor have no effect uncil you first finish a long rest. expended hit ‘of the potion, shown on the POTIONS OF CRUOR Rarity HD Regained ‘Uncommon T Rare 2 Very Rare 3 dor #9150408 this magic weapon against living ereatiyes. Co wisest functions asa normal sword a . Curse. Vhis isa cursed sword and oi Ca iewall not allow the wielder to sheath the blade Site blood. Furthermore, when you deal damage tol li creature with the blade, you must succeed on] Wisdom saving throw or continue to attack until you or the creature drops to 0 hit points, or you are unable to reach the creature to make a melee attack against it While unsheathed, the wielder cannot benefit from a) long or shore rest You can release the sword of its curse as normal, Afterward, the sword becomes a +1 weapon with no other properties. Weapon (any sword), rare euie a You gain a +2 bonus to attack and damage Fie sae

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