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Arcane Traditions

Blue Magic Spellbreaker


Blue magic is a relatively new branch of wizarding tradition Beginning at 10th level, you can use your Copy Spell feature
born out of a desire to expand an individual's knowledge when you successfully avoid a spell by casting shield or
beyond the scope normally limited to wizards. Blue mages successfully end a spell with counterspell, even if the use of
can use their magic to absorb the knowledge of spells cast these spells causes you to completely avoid the effects of the
upon them, allowing them to replicate their effects and utilize triggering spell. The spell you counterspell does not have to
the same kind of magic themselves. target you.
Blue Magic Features Masterful Mimicry
Wizard Level Feature Beginning at 14th level, you have advantage on the ability
check made when you attempt to copy a spell with your Copy
2nd Azure Training, Copy Spell Spell feature. If you successfully copy a spell that targets you,
6th Adaptive Magic you have resistance against the damage of that spell.
10th Spellbreaker
In addition, you can use your Copy Spell feature even if the
spell being cast does not target you. You must be within 120
14th Masterful Mimicry feet of the creature casting the spell, able to see the creature,
and able to perceive that they are casting a spell. You do not
Azure Training have advantage on the ability check when you copy a spell in
Your unique training has helped prepare you for combat. this way.
When you adopt this tradition at 2nd level your hit point

maximum increases by 2, and it increases by 1 every time you

gain a level in this class.


Additionally, you gain proficiency with light armor and Sangromancy
shields, and you can use a shield as an arcane focus for your Sangromancers, or blood mages, revel in blood shed. Bodies
spells. are little more than vessels containing liquified red power.
Life itself is but a resource, to be manipulated and controlled
Copy Spell by those who have the proper ambition.
At 2nd level, you learn how copy spells cast upon you. Few magics are considered as vile and unholy as
When a spell is cast which includes you as a target, you can sangromancy. A subsect of necromancy, sangromancers can
use your reaction to attempt to absorb the knowledge of that expend their own blood (or even someone else's) to cast
spell. Make an ability check using your Intelligence. The DC powerful magics and empower their spells in ways that more
equals 10 + the spell's level. On a success, you add that spell conventional magics do not allow for.
to your list of prepared spells. It is considered a wizard spell
for you, and you can cast it using your spell slots as normal. Sangromancy Features
You can only copy a spell in this way if you have spell slots Wizard Level Feature
capable of casting the spell at its lowest level. 2nd Sanguine Empowerment, Detoxify
The spell remains prepared until you finish a long rest, at
which point its knowledge is lost. You can choose to let the 6th Steal Life
knowledge of a spell fade early, losing it at the end of a short 10th Blood Reserve
rest. You can write a copied spell in your spell book before
the spell's knowledge is lost, following the normal rules for 14th Sacrificial Magic
copying wizard spells. Doing so allows you to retain the
knowledge of the spell in your spell book and prepare it Sanguine Empowerment
normally from then on. At 2nd level when you adopt this tradition, you learn how to
You can only have one additional spell prepared at a time sacrifice your own life essence to empower your blood magic.
using this feature. At 11th level you can have two additional Whenever you cast a spell that deals damage you can spend 1
spells prepared at a time, and at 20th level you can have three or more hit dice (up to your Intelligence modifier, minimum
additional spells prepared. of 1) to empower it. When you spend a hit die in this way you
do not regain hit points. Instead, for each hit die spent in this
Adaptive Magic way, you roll the die. On that turn, the spell deals an
Starting at 6th level, you can empty your mind of magical additional amount of damage equal to the total to each
knowledge to prepare different spells. You can change your creature affected by the spell, and your current hit points are
list of prepared spells when you finish a short rest, even if you also reduced by the total (ignore temporary hit points when
have already changed your list of prepared spells that day. reducing your hit points in this way).
Doing so takes 1 minute per spell level for each spell on your If using this feature would put you at 0 hit points, the spell
list. finishes casting before you fall unconscious.
Once you use this feature, you can't do so again until you
finish a long rest.

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Detoxify
Beginning at 2nd level, your knowledge of the body allows Sangromancy Spells
you to purge diseases and poisons. As an action, you can Sangromancy spells require a small sacrifice to be performed
touch a creature who has blood and expend a spell slot to by the caster in addition to expending a spell slot; a few drops
cure the target of one disease or neutralize one poison of blood, which empowers the spells and make them stronger
affecting it. You can cure multiple diseases and neutralize than spells of a similar level. The cost is represented by
multiple poisons with a single use of Detoxify by expending a deducting hit points from your current hit points (ignoring
higher level spell slot, affecting one disease or poison for temporary hit points) equal to the spell's level. The hit point
each slot level. cost is included in the spell's description. If casting a
sangromancy spell would put you at 0 hit points, you
Steal Life complete the casting of the spell before you fall unconscious.
Starting at 6th level, you can collect the blood of fallen foes to Sangromancy spells are necromancy spells with an
boost your own vitality. When a creature that you can see dies additional keyword, and so features which affect necromancy
within 30 feet of you, you can use your reaction to gain spells affect sangromancy spells as well. These spells are on
temporary hit points equal to the creature's Constitution the sorcerer, warlock, and wizard spell lists.
score. You must be conscious to use this feature, have a clear
path to the target, and the creature must have blood to be Black Blood
affected. 3rd-level necromancy (sangromancy)
You can also use a bonus action on your turn to use this Casting Time: 1 action
feature on the body of a suitable creature within range that Range: Self
has died within the last 48 hours. Components: V, S, M (a few drops of your blood, which the
Once you use this feature, you can't use it again until you spell consumes)
finish a short or long rest. Duration: 1 minute
Blood Reserve When you cast this spell, your current hit points are
Beginning at 10th level, when you lose hit points due to reduced by an amount equal to the spell's level.
casting a sangromancy spell or from using a feature granted You toxify your own blood, turning it into a weapon when
by this arcane tradition, you can first deduct hit points from your enemies harm you. When a creature hits you with a
your temporary hit points. If you run out of temporary hit melee attack the creature takes 1d10 necrotic damage.
points while doing so, you must deduct the remaining If the attack is a bite attack, the creature takes an
damage from your hit points as normal. additional amount of necrotic damage equal to your
spellcasting modifier, and none of the necrotic damage
Sacrificial Magic inflicted by this spell can be reduced or prevented in any way.
At 14th level, when you cast a spell of 1st level or higher, you If the creature would normally regain hit points as part of the
can expend a number of hit dice equal to the spell's level attack (such as the bite attack of a vampire), the creature does
rather than expend a spell slot. When you spend a hit die in not regain any hit points. In addition, the attacking creature
this way you do not regain hit points. Instead, for each hit die must succeed on a Constitution saving throw or be poisoned
spent in this way, you roll the die and your current hit points for 1 minute, even if it is normally immune to the poisoned
are reduced by the total. If this would put you at 0 hit points, condition. The creature can repeat the saving throw at the
the spell finishes casting before you fall unconscious. These end of each of its turns, ending this effect on a success.
hit dice do not count against your Sanguine Empowerment
feature. Blood Bend
You can spend a maximum number of hit dice in this way 5th-level necromancy (sangromancy)
equal to half your total number of hit dice. Once you do, you Casting Time: 1 action
can't use this feature again until you finish a long rest. Range: 60 feet
Components: S, M (a few drops of your blood, which the
spell consumes)
Duration: Concentration, up to 1 minute
When you cast this spell, your current hit points are
reduced by an amount equal to the spell's level.
You reach out and attempt to seize hold of a Medium-sized
creature's blood, controlling it like a puppet. The target must
succeed on a Strength saving throw or be restrained for the
duration. The target must have blood to be affected.
On the same turn you cast this spell, and using your action
on subsequent turns, you can take total and precise control of
the target. Until the beginning of your next turn, the creature
is no longer restrained but takes only the actions you choose,
and doesn't do anything that you don't allow it to do. You
cannot force a creature to use its class features, cast spells,
or manipulate spells while controlling it, and the creature
remains aware of itself and can speak normally as it acts
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against its will. During this time you can also cause the Crimson Rain
creature to use a reaction, but this requires you to use your 5th-level necromancy (sangromancy)
own reaction as well.
At the end of each of its turns, the target can make another Casting Time: 1 action
Strength saving throw. On a success, the spell ends on the Range: 150 feet
target. Components: V, S, M (a few drops of your blood, which the
At Higher Levels. When you cast this spell using a spell spell consumes)
slot of 6th level or higher, you can target one additional Duration: Concentration, up to 1 minute
Medium-sized creature for each slot level above 5th, and can When you cast this spell, your current hit points are
control each of them with your action. You can cause multiple reduced by an amount equal to the spell's level.
creatures to use their reaction by using your own reaction, Until the spell ends, blood falls as rain in a 20-foot-tall
but only if their reactions use the same trigger. The creatures cylinder with a 40-foot radius centered on a point you choose
must be within 30 feet of each other when you target them. within range. The area is lightly obscured, and exposed
Alternatively, you can control a creature of a larger size, flames in the area are doused.
requiring an additional slot level above 5th for each size When the area appears, each creature in it must make a
category above Medium (for example, a Huge creature would Constitution saving throw. A creature takes 5d12 necrotic
require a spell slot of 7th level). damage on a failed save, or half as much damage on a
successful one. A creature must also make this saving throw
Blood Shard when it enters the spell's area for the first time on a turn or
1st-level necromancy (sangromancy) ends its turn there.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: 60 feet slot of 6th level or higher, the damage increases by 1d12 for
Components: S, M (a few drops of your blood, which the each slot level above 5th.
spell consumes)
Duration: Instantaneous Embolism
When you cast this spell, your current hit points are 9th-level necromancy (sangromancy)
reduced by an amount equal to the spell's level. Casting Time: 1 action
You create a shard of your hardened blood and fling it at Range: 60 feet
one creature within range. Make a ranged spell attack against Components: V, S, M (a few drops of your blood, which the
the target. On a hit, the target takes 1d12 piercing damage. spell consumes)
Hit or miss, the shard then explodes. The target and each Duration: Instantaneous
creature within 5 feet of the point where the blood exploded When you cast this spell, your current hit points are
must succeed on a Dexterity saving throw or take 2d8 reduced by an amount equal to the spell's level.
necrotic damage. You manipulate the flow of blood within a creature's body,
At Higher Levels. When you cast this spell using a spell causing an aneurysm to form and eventually rupture. Choose
slot of 2nd level or higher, the necrotic damage of the blood a creature that is not a construct and that has blood. The
explosion increases by 1d8 for each slot level above 1st. target must make a Constitution saving throw. On a success
the spell has no effect. On a failure the target gains two levels
Conjure Blood Elemental of exhaustion, and is incapacitated as long as they have a
4th-level necromancy (sangromancy) level of exhaustion. An affected creature gains an additional
Casting Time: 1 minute level of exhaustion at the end of every hour until death. Only a
Range: 90 feet greater restoration spell or similar magic can reduce the
Components: S, M (a few drops of your blood, which the target's exhaustion while under the effects of this spell. Once
spell consumes) a target's exhaustion level is reduced to zero the effects of
Duration: Concentration, up to 1 hour this spell end.
When you cast this spell, your current hit points are Sanguine Blade
reduced by an amount equal to the spell's level. 2nd-level necromancy (sangromancy)
You call forth an elemental servant. Choose an area of
spilled blood that fills a 5-foot circle within range. A blood Casting Time: 1 bonus action
elemental appears in an unoccupied space within 10 feet of Range: Self
it, emerging from the blood. The elemental disappears when Components: S, M (a few drops of your blood, which the
it drops to O hit points or when the spell ends. The elemental spell consumes)
is friendly to you and your companions for the duration. Roll Duration: 10 minutes
initiative for the elemental, which has its own turns, and it When you cast this spell, your current hit points are
takes only the actions you want it to (no action required by reduced by an amount equal to the spell's level.
you). If your concentration is broken, the elemental is You generate a blade of hardened blood in your free hand.
destroyed. The blade is similar in size and shape to a longsword and it
The elemental uses the statistics of a Water Elemental (pg lasts for the duration. If you let go of the blade it disappears
125 of the Monster Manual) but is immune to necrotic and the spell ends. While the blade is in your hands you can
damage instead of cold damage and does not have Aquan as use your action to make a melee spell attack with it. On a hit,
a language. the target takes 3d8 necrotic damage.
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    At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the necrotic damage dealt by the
blade increases by 1d8 for every two slot levels above 2nd.
Shape Blood
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
You choose an area of blood that you can see within range
and that fits within a 5-foot cube. You manipulate it in one of
the following ways:
You instantaneously move or otherwise change the flow of
the blood as you direct, up to 5 feet in any direction. This
movement doesn't have enough force to cause damage.
You cause the blood to form into simple shapes and
animate at your direction. This change lasts for 1 hour.
You freeze or coagulate the blood, provided that there are
no creatures in it. The blood unfreezes in 1 hour.
    If you cast this spell multiple times, you can have no more
than two of its non-instantaneous effects active at a time, and
you can dismiss such an effect as an action.
Siphon Blood
6th-level necromancy (sangromancy)
Casting Time: 1 action
Range: Self
Components: V, S, M (a few drops of your blood, which the
spell consumes)
Duration: Instantaneous
When you cast this spell, your current hit points are
reduced by an amount equal to the spell's level.
You draw in blood from the creatures around you to heal
your wounds. Each creature of your choice within 20 feet of
you must make a Constitution saving throw. Constructs and
any creature without blood aren’t affected. A creature takes
6d8 necrotic damage on a failed save, or half as much
damage on a successful one, and you heal for an amount
equal to half of the total necrotic damage caused by this spell
amongst all targets.
At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, the necrotic damage dealt to each
creature increases by 1d8 for each slot level above 6th.

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Remember to get your pronounciations right when casting spells.

You don't want to end up with a buffalo on your chest.

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