School of Blood Magic

A blood mage powers his magic with the secrets he learns from his own blood. Eventually, he learns to manipulate others’ blood, too. A blood mage has the following class features.

Blood Savant

Beginning when you take up the study of blood magic at 2nd level, the gold and time you must spend to copy a blood magic spell into your spellbook is halved. You also gain proficiency in the Medicine skill.

Starting at 2nd level when you choose to focus your studies on blood magic, you gain a greater awareness of the blood flowing through your veins, the heart that pumps it, and some measure of control over both. When you are subjected to a disease or poison effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Blood Vision

At 6th level, you gain the ability to see a moment of the past through the eyes of a creature whose blood you consume. When you ingest the blood of another creature, you are stunned for 1 round. During that time, you experience a memory of the creature through its own eyes which may or may not be of the incident that caused it to bleed. The older the blood, the foggier and more obscure the memory is likely to be.

Once you have consumed a creature's blood in this way, the same creature's blood will never again produce a memory for you.

Absorb Impurities

Starting at 10th level, you can absorb poisons or diseases from another creature, living or dead, and turn it to your use. By exposing a fresh cut to a source of disease or poison, you can safely absorb it, storing it in your bloodstream, dormant. You can then inflict it on another by spitting a stream of blood at them. As an action, make a ranged spell attack. On a successful hit the target is exposed to the disease or poison and must proceed with whatever saving throws are required.

In three days, if you do not pass the disease or poison along to another living creature, it becomes active in your bloodstream. You make the first two saving throws required by the disease or poison with disadvantage.

Mire or Quicken Blood

At 14th level, a blood mage can turn other creatures’ blood into sludge or he can thin it once per day. As an action, he can cause a creature that fails a Constitution saving throw to become slowed. Alternately, he can cause a creature that fails a Constitution saving throw to gain the effects of haste. The target can intentionally fail the saving throw. The duration of either effect is a number of rounds equal to your Intelligence modifier.

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