Download (5E) Blood Magic Arcane Supplement PDF

Title(5E) Blood Magic Arcane Supplement
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Page 2

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.

APG WEBSITES

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OTHER WEBSITES

www.obsidiandawn.com

(Arcane Circle Brushes)

Page 3

B
lood MAGIC
Practitioners of blood magic often lead

troubled lives. Other, more learned scholars

do not understand the need or desire to

inflict harm on oneself when patience and

careful study yield similar results. Those

witnessed to it, see the practice as barbaric

and self-loathing.


ADVENTURERS Blood mages, like most wizards, travel

in search for knowledge. Unlike those who study the

traditional schools of magic, enlightenment must come

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.



CHARACTERISTICS Blood mages often forgo

tradition, seeing it as a hindrance toward obtaining

knowledge rather than a foundation. Since very

few understand their motives and lack of regard for

proven arcane conventions, many believe they are

free spirits.

This is often a misperception. Blood mages

may not confine themselves to the laborious task of

scribing spells, but will instead focus that energy

into a structured dance or exercise. This

deliberate movement of the body increases the

flow of blood and intertwines its power with the

Weave.


ALIGNMENT Blood magic is a learned craft that

requires intense control over the body; therefore,

most wizards who follow this arcane path are lawful

in nature. Although most blood mages have

distaste for tradition, their ideals might stem from a

strong sense to acquire power through hard work

and determination. Others instead commit

themselves to certain people who can aid in their

quest for power and therefore they may not uphold

a particular ideal.


RELIGION A myriad of gods have blood magicians

as worshippers. While secret wizard covens,

consumed with bloodlust, might venerate Bhaal,

the few that see injury and death as a part of life

may look toward Kelemvor. On the other hand,

those that travel the dark path of blood magic often

seek ancient remnants ascribed to Jergal. Blood

mages that revere the Pitiless One ignore his now

contemporary role as a servant to Kelemvor. These

adventurers instead hunt the ruins of Netheril for

forgotten rituals that promise to bind their blood to

the Weave.


BACKGROUNDS Blood mages that spend years

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

some of their early life amongst soldiers to pursue the art of

battlefield medicine or understand the circulatory system

from those slain in conflict.


RACES Human wizards, with such short life spans in

comparison to other races, seek to understand the nature of

life and death, therefore enticed to learn blood magic.

While elves lack the physical build as well as disdain such

arcane practices, half-elf blood mages relish the

opportunity to forge their own path between human

tradition and elven heritage.








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ARCANE TRADITION
Wizards in the Forgotten Realms, in a fevered hunger to
unlock arcane secrets of ancient empires, often follow

untapped paths of the Weave.



BLOOD MAGIC
"My blood courses with arcane power while your blood,
when I begin, will simply spill from your body."


Blood mages learn to heighten their spellcraft through

manipulating the Weave and uniting the power of blood

and arcane might. Blood is life, though wizards that travel

this path of magic view the sanguine fluid flowing through

their veins as a wellspring of arcane power.


BLOOD SAVANT When you select this arcane tradition

at 2nd level, you become proficient in the Medicine skill.


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

by inflicting a ritualistic wound upon yourself.

While the wound does not deal damage or break

concentration, it is a hemophilic wound and therefore

remains open. Once you staunch the flow of blood, you

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

inflict a hemophilic wound, you cannot inflict another such

wound again until you finish a long rest.


Blood Pool. You have a number of blood points

determined by your wizard level. You can have more

blood points than shown on the table for your level.

Healing. Any form of healing you receive staunches the

flow of blood and can close the hemophilic wound. When

you regain one or more hit points, you also lose 1 blood

point. When you no longer have any blood points, the

hemophilic wound heals.


Blood Rites. You learn two blood rituals of

your choice, detailed below under Blood
Rites.

When you gain a level in the wizard class, you can

choose one of the blood rites you know and replace it with

another blood rite that you can learn.


EMPOWERED BLOOD At 6th level, when you roll

damage for a spell, you can reroll a number of damage dice

up to your Constitution modifier (minimum of one). You

must use the new result.

Once you use this feature, you must finish a short or

long rest before you can use it again. Starting at 14th level,

you can use it twice before a rest, but only once in the

same turn.

BLOOD AWAKENING Starting at 10th level, you can

bestow consciousness upon the blood of a dead creature

causing the lifeblood to reinvigorate the corpse.

You can cast revivify once using a wizard spell slot.
Once you use this feature, you cannot use it again until you

finish a long rest.


CULL THE BLOOD At 14th level, you can manipulate

the blood of another creature and cull it free from its

confinement, drawing it from the body all at once. The

pressure ruptures tissues and organs causing intense pain.

As an action, one creature within 30 feet must make a

Constitution saving throw, taking 10d10 necrotic damage

on a failed save or half as much on successful one. This

feature has no effect on constructs, oozes, plants, and

undead.

Once you use this feature, you cannot use it again until

you finish a long rest.

BLOOD RITES
The blood rites are in alphabetical order.


Blood Focus. When you cast a spell that does not indicate

a 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 1st

level spell with the ritual tag from a spell list from any

class. You must cast the spell as a ritual.


Blood Spell. You can spend blood points to cast a spell

that you prepared without expending a spell slot on your

turn. The Casting a Spell table shows the cost of casting a
spell of a given level. You can cast a spell no higher level

VARIANT RULE: BLOOD COMPONENT

You can use blood as a spellcasting focus for your wizard

spells. When you cast a spell, inflict a wound upon yourself

and take 1 point 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 if a spell
indicates a cost for a component. You must have that

specific component before you can cast the spell.

BLOOD POOL

Level Blood Points

2-4 2

5-8 3

9-12 4

13-16 5

17-20 6

Page 5

than 4th and must meet the minimum level required to

cast the spell.

Fortitude of Blood. You can expend 1 blood point and

concentrate (as if concentrating on a spell) to gain

proficiency in Constitution saving throws.


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.


Potent Blood. When you cast a wizard cantrip, you can

expend 1 blood point to add your proficiency bonus to the

damage.


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 does not cause you to break concen-

tration.


Staunch the Wound. When you start your turn with 0

hits points, you can spend 1 blood point to become stable.











































































































































































CASTING A SPELL

Spell Level Blood Point Cost Level

1st 2 2nd

2nd 3 5th

3rd 5 13th

4th 6 17th

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SORCEROUS ORIGIN
The arcane tradition of blood magic spawns less studious

pupils to unlock its potential.



BLOODLINE SORCERY
Bloodlines are a powerful source of magic. Most kingdoms

forbid the practice of blood sorcery since many believe it

relies on the strength of a noble lineage. Though the

rumors and suspicions are true, only a few able to harness

its secrets reserve such power.

Nevertheless, kings and queens, along with great tribal

chieftains, believe it a sinister form of blood magic and

hunt the purveyors with zeal. On the other hand, several

serve as advisors to immoral rulers. The depraved

sovereigns often surround themselves with unwitting

courtiers of strong heritage as a source for their blood

sorcerer.


PORTENT OF BLOOD Beginning at 1st level, when

you choose this origin, you can select guidance when you
learn a sorcerer cantrip.


PROPHETIC REFLEXES At 1st level, when you cast a

divination spell, you can choose a number of creatures you

can see equal to 1 + the spell's level. The chosen creatures

gain a +1 bonus to initiative checks. This bonus lasts until

you are incapacitated or you take a short or long rest. You

cannot use the feature again until you finish a rest.


LIFE SPARK Starting at 6th level, when you reduce a

hostile creature to 0 hit points with a melee weapon or

spell attack, you capture a portion of its fleeting soul and

forge 1 life spark. Once per turn, you can expend a life

spark to gain a benefit depending on the nature of creature

whose essence you captured.

You can hold a number of life sparks equal to your

Constitution modifier. At the end of a long rest, any

unspent life sparks fade into the great beyond.

Some life spark powers require your target to make a

saving throw to resist its effects. Calculate the saving

throw DC as follows:


Life Spark save DC = 8 + your proficiency

bonus + your Charisma modifier.


Aberration. You can expend an aberration life spark as

a bonus action to gain a +2 bonus to AC until the end of

your next turn.
Beast. You can expend a beast life spark as an action to

cast speak with animals without the expenditure of a spell
slot.
Celestial. You can expend a celestial life spark as a

bonus action to gain resistance to all damage

until the end of your next turn.
Dragon. You can expend a dragon life

spark to gain an advantage on your next sav-

ing throw. This advantage lasts until the end of your next

turn.
Elemental. When you hit a creature with a weapon or

spell attack, you can expend an elemental life spark to deal

an extra 1d8 points of damage. The extra damage can be

either bludgeoning or fire (your choice).
Fey. When you hit a creature with a weapon or spell

attack, you can expend a fey life spark as a bonus action to

beguile 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 next turn.
Fiend. You can expend a fiend life spark as a bonus

action to gain resistance to fire damage until the end of

your next turn.
Giant. You can expend a giant life spark to gain

advantage to Strength checks until the end of your next

turn.
Humanoid. You can expend a humanoid life spark as

an action to cast augury without expending a spell slot or
material components.
Monstrosity. You can expend a monstrosity life spark

as a bonus action to gain temporary hit points equal to 1d6

+ half your sorcerer level.


VESSEL OF GHOSTS At 14th level, you can retain the

fleeting essence contained within a life spark. At the end

of a 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.



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 a 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 little power. A

minor noble, such as a knight or 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.

Page 7

WELLSPRING OF LIFE At 14th level, the very presence

of a 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 hit die.

Once you use this feature, you cannot use it again after

a long rest.


SHAPE LIFE SPARK When you achieve 18th level, you

can manipulate the fleeting essence contained within a life

spark. When you expend a life spark, you can benefit from

any one of the listed life spark powers regardless of the

creature's nature when you captured it.

Page 8

FIGHTER ARCHETYPE
Blood magic flows in the veins of powerful masters and

often transfer such gifts to minions.



BLOOD THRALL
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 return. The

strength of your dark master pulsates through your veins

and whether from a forbidden ritual or enthralling kiss, it

empowers your resolve.

Though free from loathsome servitude, the haunting

voice of your master forever beckons you to return.

Blood thralls learn to draw strength from the dark gifts

bestowed upon them by the perverse beings who once

bound them to service. It requires a deep inner resolve to

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

victims. When you hit a living creature with a melee

weapon attack, your attack deals an extra 1d8 points of

damage. If the target is Large or smaller, it must also make

a Strength saving throw. On a failed save, you gain

temporary hit points equal to the roll of your extra damage

+ your Strength or Dexterity modifier (your choice).


Blood Drinker save DC = 8 + your proficiency bonus +

your Strength or Dexterity modifier (your choice).



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.


DARK GIFT At 7th level, you learn to draw upon the

blood of your patron that still courses through your veins.

You gain one of the following features of your choice.
Aberrant Climber. As a bonus action, you gain a

climbing speed equal to your current speed until the end

of your turn.
Celerity. You can take a bonus action on each of your

turns in combat to take the Dash action.
Charming Gaze. As a bonus action, one creature

within 5 feet cannot make an opportunity attack until the

start of your next turn. Creatures immune to the charmed

condition are unaffected by charming gaze.
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 temporary hit points.






SHADOWED BLOOD At 10th level, when you use the

second wind feature while you are in darkness, you can
regain hit points equal to 2d6 + your fighter level instead of

normal.


DARK STRENGTH At 15th level, creatures have a

disadvantage to Strength saving throws against your blood

drinker feature.


AGILE EVASION At 18th level, you can use the Dodge

action as a bonus action. Once you use this feature, you

must finish a short or long rest before you can use it again.

































































































Artwork: Dusan Kostic

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