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