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SPELL CastTING Drawing on the life energy of blood, you can cast spells that bend the sanguine liquid to your will See chapter 10 of the player's handbook for the general rules of spelicasting. You learn more spells as you gain levels, as indicated by the various spell columns in the Blood Mage table. Choose these spells from the wizard spel ist CanTRIes {At Ist level you know two cantrips of your choice from the wizard spel list. These do not cost any hit points unless specified You learn additional cantrips at higher levels, as shown in the Cantrips Known column of the Blood Mage table HEMOMANCY Starting at 1st level you gain access to hemomany. You may tuse health points instead of spell points to cast spells, but you lose the ability to cast spells the traditional way due to your blood pact. When casting a spell with the hemomancy tag, use the hemomancy spell table to determine power. When casting any other spell other spells column. You may not use temporary health points to cast spells. HEMOMANCY SPELL TABLE ‘Spell Level Minimum Cost Maximum Cost Other Spells Ist 1 10 4 and 4 15 7 3rd 7 20 10 4th 10 25 B sth 13 30 16 6th 16 35 9 7th 19 40 22 ath 22 45 25 9th 25 50. 28 SPELLS OF THE BLOOD Pact In addition to the other spells you learn, these spells are automatically learned when you reach the appropriate level See the Blood Mage table for when this occurs. BLoop Pact EXPANDED SPELLS SpellLevel Spells st Bloodburn, Cruorwhip 2nd Blood Seal, Vampire's kiss 3rd Animate Blood, Tides of Blood 4th —_Drainging Thread, Rend Shadows Sth Bloodcurse, Shadow Stride SPELLGASTING ABILITY Intelligence is your spellcasting ability for your Blood Mage ‘spells. The power of your spells comes from your increasing knowledge on the arcane properties of blood. You use your Intelligence when a spell refers to your spelicasting ability. In ‘addition, you use your Intelligence 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 Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier ‘VAMPIRIC HEALING ‘Starting at 2nd level when you reduce a creature to 0 hit points, you take its lifeblood for your own, gaining hit points ‘equal to your warlock level + your charisma modifier. ABILITY SCORE IMPROVEMENT ‘When you reach 4th level, and again at 8th, 12th, 16th and 19th lovel you can increase one ability score of your choice by 2. or increase two ability scores of your choice by LAS ‘normal, you can't increase an ability score above 20 using this, feature, Bounp BLoop ‘Starting at 5th evel you can use your action to infict a minor ‘wound upon youself (a small cut along the palm is enough,no ‘damage is dealt) and out of the gash, a weapon is summoned ‘Take You choose what form the weapon takes each time itis ‘summoned (see chapter 5 for ofthe player's handbook for ‘weapon options} You are proficient with it while you wield it. ‘This weapon is a+1 magical weapon for the purpose of ‘overcoming resistance and immunity to nonmagical attacks 1nd damage. Your blood blade melts into a pool of blood it is more than § feet away from you for 1 minute or more, if you use this feature again, dismiss the weapon (no action required) or if you die. ‘Starting at 10th level your weapon becomes a +2 magical ‘weapon. Staring at 17th level it becomes a +3 magical ‘weapon, SANGUINE CHANNELING Starting at 6th level you gain the ability to drain the blood of. all creatures that surround you, and use their energy to ‘empower your next attack. All creatures, including yourself, ina 20 foot cube surrounding you must make a constitution ‘saving throw or take 1d4 damage. Add double the damage

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