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Blood Mage

Blood mage practice ancient blood magic, drawing on life force to fuel their spells. The origins of this forbidden art are mysterious, with first blood mages making pacts for powers.


Blood mages endure a dark initiation, consuming entity essence to mark them physically and spiritually. Their glowing red eyes and arcane sigils on their skin signal their power. These mages manipulate blood for healing, cursing, and control, making them allies and enemies.


Blood magic is risky. Spells demand life force, from enemies or even the caster. This makes blood mages feared and shunned. Talk of cults aiming to grow in power fuels their dark image.


In the ongoing conflict between light and darkness, blood mages walk a thin, perilous line, wielding incredible power at the risk of losing their humanity to the consuming nature of their art.

Blood Mage Features By Level

Extract Vitals

At 1st level, When you or an ally reduce a creature to 0 hit points, you can recover up to 1 spell point, in addition you are healed for 1 + (PM).

Hemomancy

At 3rd level, Using blood magic you can enhance your spells and weapon attacks. You can choose to take 1 + (PM) damage to add 1 + (PM) + CON to your weapon and spell damage until the start of your next turn.


The damage taken is to your health directly not temporary hit points and cannot be reduced.


Additionally, you can choose to take (PM) additional damage, a number of times equal to your proficiency modifier and add that number to damage of your next attack or spell.

Crimson Tether

At 6th level, You can perform a ritual that links your life force to that of another creature. As a bonus action, touch a willing creature or one that is incapacitated. This creates a bond for until you finish a long rest. While bonded, you can use your bonus action to take (PM)d6 and heal your ally for the same amount plus your Spellcasting modifier.

Hemovision

At 8th level, You gain the ability to see the current hit points of any creature within 120 feet of you as a glowing numeric value above their heads.

Sanguine Shroud

At 11th level, As a reaction when you take damage, you can envelop yourself in a protective shroud of coagulating blood, gaining temp hp equal to your Mage level + SM.

Hemorrhage

At 13th level, When you hit a creature with a spell of 1st Tier or higher the creature takes a bleed effect.


๏ปฟAt the start of their turn, they take (PM)d6 Dark damage. The target can attempt to succeed on a Fortitude saving throw against your Spellcasting DC at the end of each of its turns, ending the effect on itself on a success.

Blood Siphon

At 16th level, When you hit a creature with a spell or attack roll you heal for 1 + (PM).

Sanguine Marionette

At 18th level, Unleash your mastery over blood magic to bend the will of your foes. As an action, you can target up to 3 creatures within 60 feet that you are aware of.


๏ปฟEach creature must succeed on a Cognitive saving throw against your Spellcasting DC or be controlled by you for up to 10 rounds. On a failed save, you can direct each controlled creature to move, attack, or interact with an object as a bonus action on your turn.


Controlled creatures act normally on their own turns but remain under your influence. They may attempt a Fortitude saving throw at the end of each of their turns, ending the effect on a success.

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