Exploring the Dark Side of Blood Magic in Dnd 5e

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Dnd 5e blood magic is a form of magic that uses the power of blood to cast spells and perform magical feats. This type of magic is often associated with dark and forbidden practices, as it involves the sacrifice or manipulation of one's own or others' blood. In the Dungeons and Dragons 5th Edition (Dnd 5e) system, blood magic is not explicitly defined as a separate school or type of magic. Instead, it falls under the more general category of spells and abilities related to necromancy, necrotic damage, and life force manipulation. Blood magic is often portrayed as a dangerous and volatile form of magic, as it involves altering the very essence of life itself. Practitioners of blood magic may use their own blood as a resource to power their spells, trading their health or lifeforce for the ability to cast powerful spells or perform magical feats.


In recent years, the knowledge of blood magic has spreaded beyond the Claret Orders Trence founded, and new blood wizards (some good, some less scrupulous) have appeared in different places of Wildemount [4] or Tal'Dorei. [1]

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. 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.

Dnd 5e blpod magic

Practitioners of blood magic may use their own blood as a resource to power their spells, trading their health or lifeforce for the ability to cast powerful spells or perform magical feats. This can be done through intricate rituals or through simpler methods, such as cutting oneself or drinking one's own blood. The costs and consequences of blood magic can be severe.

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.

Prerequisites. To qualify for multiclassing into the blood mage class, you must meet these prerequisites: Charisma 13, Constitution 13.
Dnd 5e blpod magic

Casting powerful blood magic spells can result in physical and mental exhaustion, as well as lasting damage to the caster's body. Blood magic can also have moral and ethical implications, as it may involve sacrificing the lives or wellbeing of others. In the Dnd 5e system, blood magic is often associated with specific classes or archetypes, such as the Warlock or Sorcerer. These classes may have access to blood magic-themed spells and abilities, allowing them to tap into the raw power of blood and life force. It is important to note that the use of blood magic in Dnd 5e should be carefully considered and discussed with the Dungeon Master (DM) and other players. Blood magic can introduce complex and potentially dark themes into a game, and it is important to ensure that all players are comfortable with and consenting to its inclusion. Overall, blood magic in Dnd 5e adds a unique and potentially dangerous element to the world of magic. It offers players the opportunity to explore dark and forbidden powers, but also comes with significant risks and consequences..

Reviews for "How to Build a Blood Mage Character in Dnd 5e"

1. John - 2 stars - I was really excited to try out the Blood Magic mechanics in Dnd 5e, but I must say I was thoroughly disappointed. The concept seemed interesting at first, but the execution was lacking. The rules were convoluted and unclear, making it difficult to truly understand how to use Blood Magic effectively. Additionally, it felt unbalanced and overpowered, giving certain players a significant advantage over others. Overall, it just didn't add any value to the game and ended up being more of a frustration than a fun addition.
2. Sarah - 1 star - As an avid Dnd player, I was eager to explore the world of Blood Magic in Dnd 5e. Unfortunately, it fell flat for me. The mechanics felt forced and out of place within the existing rules of the game. It didn't seamlessly integrate or enhance the gameplay, but rather disrupted the flow and caused confusion. The idea of sacrificing blood for power seemed intriguing, but in practice, it became more of a hassle and distraction. Overall, I found Blood Magic to be a unnecessary and underwhelming addition to Dnd 5e.
3. Alex - 2 stars - I had high hopes for the Blood Magic mechanics in Dnd 5e, but ultimately, they left me disappointed. The concept had potential, but the implementation was flawed. The rules were overly complex and difficult to grasp, requiring constant referencing and slowing down the game. Furthermore, the balance issues became apparent the more we played. Certain classes seemed to benefit much more from Blood Magic than others, creating an unfair advantage and undermining the overall enjoyment. In the end, it was more of a headache than a worthwhile addition to the game.
4. Emily - 2 stars - I was excited to explore the darker side of magic with the Blood Magic mechanics in Dnd 5e, but unfortunately, it didn't live up to my expectations. The rules weren't well-explained, and it was difficult to understand how to properly utilize Blood Magic without feeling like we were making mistakes or missing out on something. Additionally, it felt unbalanced and overpowered, making other magical abilities seem lackluster in comparison. It ended up dominating the gameplay and overshadowing the other aspects of Dnd 5e. Overall, Blood Magic was a missed opportunity and didn't enhance the overall enjoyment of the game.

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