Blood Mages practice ancient blood magic, drawing on life force to fuel their spells. They endure a dark initiation, consuming entity essence that marks them physically and spiritually with glowing red eyes and arcane sigils. These mages manipulate blood for healing, cursing, and control, making them formidable allies and enemies.
Players will enjoy Blood Mages for their high-risk, high-reward playstyle. Their spells demand life force, making them both powerful and feared. Balancing their humanity with their consuming power, Blood Mages offer a thrilling and darkly fascinating gameplay experience.
Using blood magic you can enhance your spells and weapon attacks. You can choose to take (PM) damage to add (PM) + CON to your weapon and spell damage until the start of your next turn.
The damage taken is to your health directly not temporary hit points and cannot be reduced.
Additionally, you can choose to take (PM) additional damage, a number of times equal to your proficiency modifier and add that number to damage of your next attack or spell.
When you or an ally reduce a creature to 0 hit points, you can recover up to 1 spell point, in addition you are healed for 25% of your maximum hit points, any healing over your max is converted to temp HP.
At 7th level, You can perform a ritual that links your life force to that of another creature. As a bonus action, touch a willing creature or one that is incapacitated. This creates a bond for until you finish a long rest. While bonded, you can use your bonus action to take (PM)d6 and heal your ally for the same amount plus your Spellcasting modifier.
At 9th level,
You gain the ability to see the current hit points of any creature within 120 feet of you as a glowing numeric value above their heads.
At 12th level, As a reaction when you take damage, you can envelop yourself in a protective shroud of coagulating blood, gaining temp hp equal to your Mage level + SM.
At 14th level, When you hit a creature with a spell of 1st Tier or higher the creature takes a bleed effect.
At the start of their turn, they take (PM)d6 Dark damage. The target can attempt to succeed on a Fortitude saving throw against your Spellcasting DC at the end of each of its turns, ending the effect on itself on a success.
At 17th level, When you hit a creature with a spell or attack roll you heal for 1 + (PM).
At 19th level, Unleash your mastery over blood magic to bend the will of your foes. As an action, you can target up to 3 creatures within 60 feet that you are aware of.
Each creature must succeed on a Cognitive saving throw against your Spellcasting DC or be controlled by you for up to 10 rounds. On a failed save, you can direct each controlled creature to move, attack, or interact with an object as a bonus action on your turn.
Controlled creatures act normally on their own turns but remain under your influence. They may attempt a Fortitude saving throw at the end of each of their turns, ending the effect on a success.