The Benefits and Drawbacks of Blpod Magic in 5th Edition D&D

By admin

Blood Magic in Dungeons and Dragons 5e is a unique and controversial form of arcane power that draws its strength from the life force of living creatures. This dark and forbidden practice is often associated with necromancers, evil cults, and those seeking ultimate power at any cost. Blood magic revolves around the sacrifice and manipulation of blood, whether one's own or that of others. Practitioners of this forbidden art are able to tap into the vital energy contained within blood, channeling it to cast powerful spells and perform dark rituals. However, this power comes at a great price - the health and sometimes lives of living beings. One of the most well-known aspects of blood magic is the ability to cast spells using one's own life force as a catalyst.


Official art of Honor Kinnabari, a blood mage and spellwright, by Lauren Walsh from Tal'Dorei Campaign Setting Reborn, page 179. [art 1]

Moreover, they can take necrotic damage in order to forego costly material components for their spells 1d10 per 50 gp of the cost ; if that damage is too great and they are reduced to 0 hit points they don t lose the spell slot, even though the spell itself fails. Additionally, when you gain a level in this class, you can choose one of the blood mage spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Blpod magic 5e

One of the most well-known aspects of blood magic is the ability to cast spells using one's own life force as a catalyst. This can be incredibly dangerous, as the caster must willingly sacrifice a portion of their own blood in order to cast a spell. The more powerful the spell, the more blood is required, often leading to severe injury, exhaustion, or even death.

Blood Mage (5e Class)

A party of travelling Drow cripple a pack of Dire Wolves with a sudden flash of crimson power.

A tribal Half-Orc drains the life force from its weakened prey, becoming invigorated by its suffering.

Blood mages harness their vitality and manipulate it to their advantage, using it to cripple their enemies, strengthen themselves, and to cast spells. As a blood mage, you learn to control the life force within yourself and command it to your will.

Power in the Blood

Blood mages understand that life in itself is power and that this power manifests itself through the blood that courses through all living things. A blood mage may or may not respect the power that comes with using their own vitality to cast spells.

Blood mage spells mostly deal with the manipulation of blood, their own or others, for the purposes of domination, protection, or offence. As part of their connection to the power of life, they are also naturally attuned to the minds and wills of living things such as animals and people.

Power and Sacrifice

A blood mage recognizes that manipulating their life essence can be a dangerous and auspicious endeavor. If they abuse their power and ignore the limitations of their own bodies, they could easily destroy themselves. This risk, however, is not without its own rewards. Blood Mages that wish to further their own power undergo ritualistic acts known as sacrifices.

A sacrifice is a ritual that magically signifies the blood mage's commitment to the powers of blood magic as well as their own affirmation to their desires and goals.

Creating a Blood Mage

When deciding on the blood mage class, think about what led your character to draw upon the essence of life. Are they the descendants of blood mages, or did your character encounter a blood mage and become enamored with the power they commanded? Lust for power and disregard for the convention are excellent driving forces behind a longing for the powers of blood magic. What are you attempting to accomplish? Do you respect the life force that you desire to command? Perhaps your character feels drawn to blood magic more for its closeness to unadulterated life, or maybe you seek to become greater than life itself through forcible subversion.

What has lead your character to become an adventurer? It could be that they seek out ancient secrets to strengthen themselves. Perhaps they travel for desires of greed and fame.

You can make a blood mage quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background.

Class Features

As a Blood Mage you gain the following class features.

Hit Dice: 1d8 per Blood Mage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Blood Mage level after 1st

Armor: light
Weapons: Simple weapons, melee martial weapons, and light crossbows
Tools: None
Saving Throws: Charisma, Constitution
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Persuasion, Religion.

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) A shortsword and a whip
  • (a) a scholar's pack or (b) an explorer's pack
  • (a) Leather armor or (b) hide armor
  • (a) a component pouch or (b) an arcane focus

Table: The Blood Mage

Blood Casting

At 1st level, you have learned how to use your own vitality to cast spells instead. You may spend an amount of hit dice equal to the spell slot level used to cast a spell known. You may cast these spells at a spell slot level shown in the Blood Casting table below.

Blood Casting
Blood Mage Level Slot Level
1st 1
2nd 1
3rd 2
4th 2
5th 3
6th 3
7th 4
8th 4
9th 5
10th 5
11th 6
12th 6
13th 7
14th 7
15th 8
16th 8
17th 9
18th 9
19th 9
20th 9

Spellcasting

You are a mage who uses your own life essence to fuel your spells.

At 1st level, you know three cantrips of your choice from the warlock spell list. You learn additional blood mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blood Mage table.

The Blood Mage table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your blood mage spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Magic Missile, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Blood Mage table shows when you learn more blood mage spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new blood mage spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the blood mage spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Charisma is your spellcasting ability for your blood mage spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

You can use an arcane focus as a spellcasting focus for your blood mage spells.

Blood Infusions

At 2nd level, you gain two blood infusions of your choice. Your infusion options are detailed at the end of the class description. When you gain certain blood mage levels, you gain additional infusions of your choice, as shown in the Infusions Known column of the Blood Mage table.

Additionally, when you gain a level in this class, you can choose one of the blood infusions you know and replace it with another infusion that you could learn at that level.

Blood Deal

At 3rd level, your pursuit of magical powers leads you to enact the ancient rites of blood magic. Choose Resolute Mage or Arcane Enhancer. Your sacrifice grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Blood Learning

At 11th level, your knowledge of spells and their effects has expanded greatly since you started spellcasting. You may learn two 2nd level or lower spells from the wizard spell list which do not count against your number of spells known.

Battle Ready

At 13th level, when you enter combat your body instantly responds to your battle urges releasing a heavy dose of adrenaline into your system. After rolling your Initiative roll, you gain temporary hit points equal to your blood mage level.

Pain is Power

At 15th level, when you take damage, you may use your reaction to deal half the damage dealt with you to another creature within 60 feet of you. You regain use of this feature after you finish a short or long rest.

Magic Mind

When you reach 17th level, your mind has become quick and complicated compared to before you started your journey as a blood mage. You are now considered proficient in Wisdom saving throws and have advantage against being charmed.

Magic Renewal

When you reach 20th level, your spells can heal you for small amounts of health. When you cast a spell using Blood Casting or using a blood mage spell slot, you regain hit points equal to double the spell slot level the spell was cast at.

Blood Infusions

If a blood infusion has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

By channelling the magic within your blood you gain temporarily gain greater arcane knowledge. You have advantage on Arcana checks and any Intelligence checks related to magic.

By controlling your own blood, you form a suit of armor around you made entirely of blood if you are wearing no armour as a bonus action. This suit of armor is considered to be light armor and has an AC of 12 + your Constitution modifier. You take necrotic damage equal to your level to form this armor for 8 hours.

After you finish a short rest, you regain all spend hit dice.

Prerequisite: 5th level

When you are the target of an attack, spell, or effect, you may use your reaction to deal necrotic damage to them equal to your Constitution modifier + your Charisma modifier.

Prerequisite: 5th level

You infuse yourself with primal fury when hit, causing your blood to boil. When you are hit with a melee attack, you may activate this brand as a reaction. Until the start of your next turn, you gain resistance to slashing, piercing and bludgeoning damage. You regain use of this brand after you finish a short or long rest.

Prerequisite: 11th level

Your attacks have become particularly savage. You gain a bonus equal to your Constitution modifier to your damage rolls belonging to melee weapons.

You ignore consumed material components when casting your blood mage spells.

You may cast the magic weapon spell at will on a weapon that you are wielding, without expending a spell slot or material components.

Prerequisite: 10th level

Your base movement speed increases by 5 feet and in now only takes you 5 feet of movement to stand from being prone.

You now know how to spend hit points to increase your spell's damage. When you cast a spell, you may spend a number of hit points equal to your Constitution modifier (minimum 1) to increase the damage the spell deals by 1 damage for each hit point used.

Prerequisite: 5th level

You extend your power through your Brands as a bonus action, allowing you to strengthen yourself by harming your enemies. For 1 minute, whenever you deal damage you regain hit points equal to your proficiency bonus. This brand may only be used once every turn, and you regain use of this brand after you finish a long rest.

Prerequisite: 3rd level

You can cast the darkness spell using a blood mage spell slot.

Prerequisite: 3rd level

You can cast the locate object spell at will, without expending a spell slot or material components.

You may take the Dash or Disengage action as a bonus action for 1 hit die.

As an action, you may spend a hit dice to heal yourself as if you had taken a short rest.

As a bonus action, you may deal 8 necrotic damage to yourself that may not be reduced in any way to regain one spent blood mage hit dice. You may use this feature a number of times equal to your Constitution modifier (minimum of one) and you regain all uses of this feature after you finish a long rest.

Prerequisite: 7th level

You can cast the misty step spell using a blood mage spell slot.

You can cast the feather fall spell at will, without expending a spell slot or material components.

You gain proficiency in the Deception and Persuasion skills.

Prerequisite: 5th level

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Resolute Mage

Pure Body

Starting at 3rd level, you can use your action to end one effect on yourself that is causing you to be blinded or poisoned. You also have advantage on effects that petrify you.

Starting at 6th level, your pact empowers you with unholy resistance for a limited time. When you drop below half health, you gain advantage on all Constitution saving throws and gain resistance to poison and acid damage.

Starting at 10th level, when you are reduced to 0 hp you may expend a hit die, provided you have one and gain half that amount in hp (rounded up), and temporary hp equal to the remaining amount. You regain use of this feature after you finish a short or long rest.

Starting at 14th level, when you finish a short rest, you may regain spent hit dice equal to your Constitution modifier(minimum 1). You may use this feature once, and you regain use of this feature after you finish a long rest.

Arcane Enhancer

Arcane Lookout

Starting at 3rd level, you have learned how to use magic to aid in the search for something. You may gain proficiency in the Investigation or the Perception skill, and if you already have proficiency in it, you can double your proficiency bonus.

Starting at 6th level, your brain fills with magic energy gifting you with the ability to channel magic. You may learn 2 cantrips from the druid spell list or the wizard spell list.

Starting at 10th level, you may choose a damage type to empower. Your spells that deal that damage type ignore creatures' resistance to that damage type. Once a damage type is chosen, it can not be changed.

Starting at 14th level, you may spend a hit die as a bonus action to increase your Spell attack modifier and Spell save DC by 2 until the start of your next turn.

Multiclassing

Prerequisites. To qualify for multiclassing into the blood mage class, you must meet these prerequisites: Charisma 13, Constitution 13.

Proficiencies. When you multiclass into the blood mage class, you gain the following proficiencies: simple weapons and light armor.

A blood mage recognizes that manipulating their life essence can be a dangerous and auspicious endeavor. If they abuse their power and ignore the limitations of their own bodies, they could easily destroy themselves. This risk, however, is not without its own rewards. Blood Mages that wish to further their own power undergo ritualistic acts known as sacrifices.
Blpod magic 5e

Blood magic also allows its practitioners to harness the life force of others, using it to power their spells. This can be accomplished through various means, such as cutting or draining the blood of unwilling participants or sacrificing living creatures in gruesome rituals. These practices are widely condemned by most civilized societies, and those caught practicing blood magic are often hunted down and punished accordingly. Despite its dark nature, blood magic does offer immense power to those who are willing to pay the price. Its practitioners can tap into the life force of others to heal themselves or enhance their physical abilities, making them formidable opponents. Additionally, certain rituals and spells unique to blood magic can grant immortality, grant visions of the future, or even summon and control powerful undead creatures. However, the costs and consequences of blood magic make it a risky and morally reprehensible pursuit. The use of blood magic often leads to corruption, both physically and morally. Those who rely heavily on blood magic may become physically weakened, pale, and sickly, while also descending into moral degradation and depravity. The constant need for more blood to fuel one's power can lead to a never-ending cycle of violence and sacrifice. In the world of Dungeons and Dragons, blood magic is a fascinating and complex subject, offering immense power at a great cost. It presents players with difficult ethical and moral choices, as they must decide whether to embrace this dark and dangerous path or pursue more traditional forms of magic. Nonetheless, blood magic remains an intriguing aspect of the game that adds depth and complexity to the world and its characters..

Reviews for "The Role of Blpod Magic in Different Character Classes in 5e D&D"

1. John - 2 stars - I was really disappointed with Blood Magic 5e. The mechanics felt clunky and poorly balanced, making combat encounters frustrating and unenjoyable. The spells and abilities also lacked creativity and depth, feeling like a rehashing of existing magic systems. Overall, I found the game to be lacking in innovation and poorly executed.
2. Sarah - 1 star - I can't believe I wasted my money on Blood Magic 5e. The rulebook was poorly organized and difficult to understand, making it a chore to learn and play the game. The artwork was also lackluster and uninspiring, failing to capture the dark and mystical atmosphere promised by the title. I did not find any joy or excitement in playing this game and would not recommend it to anyone.
3. Alex - 2 stars - Blood Magic 5e had potential, but it fell flat for me. The character customization options were limited and uninteresting, leading to a lack of diversity and replayability. The storyline and world-building were also lackluster, failing to captivate my interest and make me invested in the game. Overall, I found Blood Magic 5e to be a forgettable experience that didn't live up to its promises.
4. Emily - 2 stars - Blood Magic 5e felt unbalanced and unfair. The difficulty curve was all over the place, with some encounters being far too easy while others were impossible to beat without extreme luck or min-maxing. The lack of clear guidelines and rules made it difficult to understand the mechanics and make informed decisions. I found myself frustrated and disengaged from the game, ultimately leading to a lack of enjoyment.

The Importance of Bloodlines in 5e Blpod Magic

Unlocking the True Potential of Blpod Magic in 5th Edition