Blood Magic
Blood Magic
BLOOD MAGIC
5th Edition Supplement
DESIGN
Joshua Raynack
EDITING
Cameron Guill
ART
Dusan Kostic
Wizards of the Coast
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of
the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2016 by Alea Publishing Group and published under the Community
Content Agreement for Dungeon Masters Guild.
lood MAGIC
B
in seclusion investigating foreboding ruins often live as a
hermit. Many learn dance and acrobatics to better shape
and control circulation within the body. Some might spend
Practitioners of blood magic often lead some of their early life amongst soldiers to pursue the art of
troubled lives. Other, more learned scholars battlefield medicine or understand the circulatory system
do not understand the need or desire to from those slain in conflict.
inflict harm on oneself when patience and
careful study yield similar results. Those RACES Human wizards, with such short life spans in
witnessed to it, see the practice as barbaric comparison to other races, seek to understand the nature of
Artwork: Wizards of the Coast
and self-loathing. life and death, therefore enticed to learn blood magic.
While elves lack the physical build as well as disdain such
ADVENTURERS Blood mages, like most wizards, travel arcane practices, half-elf blood mages relish the
in search for knowledge. Unlike those who study the opportunity to forge their own path between human
traditional schools of magic, enlightenment must come tradition and elven heritage.
from within rather than discovered in a library surrounded
by dusty tomes. While blood mages do not ignore ancient
texts, these wizards often learn their craft through
experimentation and performing rituals in places steeped
in arcane energy.
While you possess one or more blood points, you gain the Mark of Blood. When an attack scores a critical hit
following features: against a living creature within 10 feet, you can spend
1 blood point as either a bonus action or reaction. Until
Armor of Vitality. When you do not wear armor, the end of your next turn, you gain advantage on at-
your AC equals 13 + your Constitution modifier. tack rolls against the creature.
Lifeblood. You gain advantage on your first death Wellspring of Life. When you make a death saving
saving throw of the day. throw and roll a 19-20 on the d20, you regain 1d6 hit
points instead of normal.
Furthermore, you can expend blood points to perform the At 14th level, you regain 1d6 hits points when you
following blood rituals: instead roll a 18-20 on a death saving throw.
Blood Agony. When you hit a creature with a melee INHERITOR OF BLOOD At 10th level, you can invoke
or spell attack, you can expend 1 or more blood points the power of blood in others to bind your wounds. Should
to deal psychic damage to the target, in addition to the you drop to 0 hit points and do not die outright, you can
damage of the attack. The extra damage is 1d6 for 1 make a DC 10 Constitution saving throw. If you succeed,
blood point, plus 1d6 for each additional blood point, one willing creature within 30 feet can expend one hit die
to a maximum of 5d6. and you regain a number of hit points equal to the result.
At 14th level, increase the damage die of Each time you use this feature after the first, increase
Blood Agony to a d8. the DC by 5. When you finish a short or long rest, reset
the DC to 10.
BLOOD AWAKENING Starting at 10th level, you can Potent Blood. When you cast a wizard cantrip, you can
bestow consciousness upon the blood of a dead creature expend 1 blood point to add your proficiency bonus to the
causing the lifeblood to reinvigorate the corpse. damage.
You can cast revivify once using a wizard spell slot.
Once you use this feature, you cannot use it again until you Silence the Pain. You can expend 1 blood point and
finish a long rest. concentrate (as if concentrating on a spell) to gain
resistance to psychic damage. While you invoke this blood
CULL THE BLOOD At 14th level, you can manipulate rite, psychic damage does not cause you to break concen-
the blood of another creature and cull it free from its tration.
confinement, drawing it from the body all at once. The
pressure ruptures tissues and organs causing intense pain. Staunch the Wound. When you start your turn with 0
As an action, one creature within 30 feet must make a hits points, you can spend 1 blood point to become stable.
Constitution saving throw, taking 10d10 necrotic damage
on a failed save or half as much on successful one. This VARIANT: BLOODLINES WITH GREAT LINEAGE
feature has no effect on constructs, oozes, plants, and With the permission of your Game Master, you can expand
undead. the power gained from a humanoid life spark should the life
Once you use this feature, you cannot use it again until you extinguish bear a great lineage. As it stands, the power
you finish a long rest. assumes the life spark originates from one with a common
ancestry, such as a peasant or warrior. However, as you
advance, you can achieve further power from a humanoid life
BLOOD RITES spark of grand lineage to cast potent divination magic.
The blood rites are in alphabetical order.
Uncommon Lineage: A humanoid with an uncommon
lineage has a rich heritage, though holds little power. A
Blood Focus. When you cast a spell that does not indicate
minor noble, such as a knight or courtier, serve as examples
a cost for a component, you can spend 1 blood point to cast of a humanoid with an uncommon lineage.
the spell without material components. Beginning at 7th level, when you expend a humanoid life
spark of an uncommon lineage, you can cast either Arcane
Blood Ritual. You can expend 2 blood points to cast a 1st Eye or Divination (your choice) using a sorcerer spell slot of
level spell with the ritual tag from a spell list from any the same level.
class. You must cast the spell as a ritual.
Rare Lineage: A humanoid with a rare lineage, such as
Blood Spell. You can spend blood points to cast a spell an distant heir to a throne or even a member of royalty,
that you prepared without expending a spell slot on your bears the potential of great power.
turn. The Casting a Spell table shows the cost of casting a Beginning at 9th level, when you expend a humanoid life
spell of a given level. You can cast a spell no higher level spark with a rare lineage, you can cast either Legend Lore or
than 4th and must meet the minimum level required to Scrying (your choice) using a sorcerer spell slot of the same
cast the spell. level.
Fortitude of Blood. You can expend 1 blood point and Your Game Master reserves the right to decide the potency
concentrate (as if concentrating on a spell) to gain of the lineage a humanoid life sparks holds. Although not
proficiency in Constitution saving throws. humanoids, a powerful giant king or demon prince can hold
great power in their veins.
Phantom Vigor. When you cast a wizard cantrip, you can
spend 1 blood point as a bonus action to gain 1d4 + 4
temporary hit points.
PROPHETIC REFLEXES At 1st level, when you cast a VESSEL OF GHOSTS At 14th level, you can retain the
divination spell, you can choose a number of creatures you fleeting essence contained within a life spark. At the end
can see equal to 1 + the spell's level. The chosen creatures of a long rest, you can expend one or more hit dice.
gain a +1 bonus to initiative checks. This bonus lasts until Instead of gaining hit points, you can prevent 1 life spark
you are incapacitated or you take a short or long rest. You from disappearing with each hit die you expend.
cannot use the feature again until you finish a rest.
WELLSPRING OF LIFE At 14th level, the very presence
LIFE SPARK Starting at 6th level, when you reduce a of a life spark revitalizes your strength and well-being. If
hostile creature to 0 hit points with a melee weapon or you possess at least one life spark at the end of a short rest,
spell attack, you capture a portion of its fleeting soul and you or one other creature within 10 feet can regain hit
forge 1 life spark. Once per turn, you can expend a life points as if you expended 1 hit die.
spark to gain a benefit depending on the nature of creature Once you use this feature, you cannot use it again after
whose essence you captured. a long rest.
You can hold a number of life sparks equal to your
Constitution modifier. At the end of a long rest, any SHAPE LIFE SPARK When you achieve 18th level, you
unspent life sparks fade into the great beyond. can manipulate the fleeting essence contained within a life
Some life spark powers require your target to make a spark. When you expend a life spark, you can benefit from
saving throw to resist its effects. Calculate the saving any one of the listed life spark powers regardless of the
throw DC as follows: creature's nature when you captured it.
BLOOD THRALL
disadvantage to Strength saving throws against your blood
drinker feature.
Within the deepest reaches of night, bound through blood
AGILE EVASION At 18th level, you can use the Dodge
to serve a vampire or demonic overlord, you linger in a
realm of madness from which few ever return. The action as a bonus action. Once you use this feature, you
strength of your dark master pulsates through your veins must finish a short or long rest before you can use it again.
and whether from a forbidden ritual or enthralling kiss, it
BLOOD THRALLS IN BAROVIA
empowers your resolve.
While Blood Mage wizards and King’s Blood sorcerers both
Though free from loathsome servitude, the haunting
fit into the macabre atmosphere of Ravenloft, Blood Thrall
voice of your master forever beckons you to return.
fighters are born to the setting. In a place where evil
Blood thralls learn to draw strength from the dark gifts
flourishes, blood thrall warriors fight to maintain their
bestowed upon them by the perverse beings who once
identity every day. The guilt of horrible deeds they
bound them to service. It requires a deep inner resolve to
committed haunts many good-aligned souls.
wield these dark boons without succumbing to savagery.
You can use this feature twice between rests and only once
a turn. Once you expended all uses of this feature, you
must finish a short or long rest before you can use it again.
BLOOD LEECH
Weapon (any sword), uncommon (requires attunement)
POTION OF CRUOR
Potion, varies
POTIONS OF CRUOR
Potency Rarity HD Regained
Normal Uncommon 1
Greater Rare 2
Superior Very Rare 3
SANGUINE BLADE
Weapon (any sword), rare (requires attunement)