Oramac
2024-01-10, 11:21 AM
DISCLAIMER: PLEASE READ!!
Hey all. I'm just experimenting here with various ideas and thoughts tumbling around in my head. Figured I'd put it out there for feedback. I noticed that full caster spell-level progression is always half your level rounded up. So I figured, why use a table at all? (I know, I know, it limits the number of slots). Again, this is highly experimental.
Let me reiterate: this will most likely never see play. I'm well aware it's probably six different kinds of overpowered. Again, this is a thought experiment for myself and just to have some fun with different mechanics. Please leave feedback, but keep this in mind.
UPDATE: After feedback, I've updated the Blood Mage. It is now effectively a half-caster. And in the spirit of experimentation with new mechanics, I removed subclasses entirely. Blood Rites are now a combined Invocation/Subclass progression for the Blood Mage.
Blood Mage
A high elf surveys the battlefield, draining her own lifeblood to fuel incredible powers against her enemies.
As a sturdy dwarf walks across the land, his life energy sows restorative energy into the land around him.
Charging headlong into battle, a screaming green dragonborn uses her own blood to cut down her enemies.
The Power of the Mind and Body
Blood mages are some of the most misunderstood people in the world. Those who practice this ancient art willingly sacrifice their own life essence to create some of the most powerful magic in any world, but it comes with a cost. By expending the power of their very being, these blood mages reduce their ability to withstand the toils of time. Many a blood mage has fallen for lack of rest.
Unusual and Unique
Their unique way of accessing the magic of the world causes both awe and fear in those who witness it. Blood magic is often seen as a sacrilege, or an afront against the more well-understood methods of magical manipulation. On many worlds, it is outright banned, and even on worlds that it is allowed, those who practice this rare and misunderstood art are often feared or ridiculed.
Creating a Blood Mage
When creating a Blood Mage, consider why you've chosen to pursue this magical discipline. Were you trained by a mentor? Or did you discover this amazing power on your own? Perhaps you are a member of a secretive sect of blood mages, or your family passes down these secrets as heirlooms to the next generation. Or you may have been a doctor or medic for your local community before learning to use your own lifeblood to fuel your magic.
Quick Build
You can build a Blood Mage quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Acolyte or Sage background.
SIDEBAR
Playing the Blood Mage
The blood mage is an advanced class and is intended for experienced players that want to try something new and different.
It uses rules and mechanics that deviate, sometimes radically, from those presented in the handbook.
================================================== ===================
LevelProficiencyFeatureCantrips KnownSpells KnownMax Spell Level
1+2Blood Casting, Harmful Blood421
2+2Blood Rites (2)431
3+2Blood Rites (3)441
4+2Ability Score Increase551
5+3Recover Vitality562
6+3Blood Rites (4)572
7+3Blood Rites (5)582
8+3Ability Score Increase592
9+4Blood Rites (6)5103
10+4Blood Rites (7)6113
11+4Blood Rites (8)6123
12+4Ability Score Increase6123
13+5Blood Rites (9)6134
14+5Blood Rites (10)6134
15+5Blood Rites (11)6144
16+5Ability Score Increase6144
17+6Efficient Blood6155
18+6Blood Rites (12)6155
19+6Ability Score Increase6155
20+6Blood Master6155
================================================== ===================
Multiclassing and the Blood Mage
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose blood mage as one of your classes.
Ability Score Minimum. As a multiclass character, you must have an Constitution score of at least 13 to take a level in this class, or to take a level in another class if you are already a blood mage.
Proficiencies Gained. If blood mage isn't your initial class, here are the proficiencies you gain when you take your first level as a blood mage: healer's kit or alchemy kit.
Spellcasting. Your Blood Casting does not confer any benefit or penalty when multiclassing. You treat your levels of blood mage as a single-class character of that level, and do the same for other classes with which you take levels.
Class Features
Hit Points
Hit Dice: 1d6 per Blood Mage Level
Hit points at 1st level: 6 + your Constitution modifier
Hit points at higher levels: 1d6 (or 4) + your Constitution modifier per Blood Mage level after first.
Proficiencies
Class Group Mage
Primary Ability Constitution
Armor: None
Weapons: daggers, quarterstaff
Tools: Healer's Kit or Alchemy kit
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Medicine, Nature, Perception, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a dagger
- (a) a component pouch or (b) a spellcasting focus
- (a) a Dungeoneer’s pack or (b) an Explorer’s Pack
Blood Casting
See chapter 10 for the general rules of spellcasting.
Cantrips
At 1st level, you know four cantrips of your choice from the Blood Mage spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the blood mage table.
Casting Spells
The blood mage does not use spell slots to cast spells. Instead, to cast a spell you know, you must expend blood mage hit dice equal to the level at which you cast the spell. For example, if you cast *armor of agathys* at 1st level, you would expend one blood mage hit die. However, if you cast *armor of agathys* at 3rd level, you must expend three blood mage hit dice. Hit dice expended to cast spells are unavailable for any other use, and are recovered at the end of a long rest. If a spell you cast consumes its material component, you must still provide material components for that spell.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Blood Mage spell list. The Spells Known column of the blood mage table shows when you learn more blood mage spells of your choice. Each of these spells must be of a level no higher than the level listed in the Max Spell Level column of the Blood Mage table. For instance, when you reach 5th level in this class, you can learn new spells of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the blood mage spell list, which also must be of a level no higher than the level listed in the Max Spell Level column of the Blood Mage table.
Spellcasting Ability
Constitution is your spellcasting ability for your blood mage spells, since the power of your magic relies on your incredible fortitude and the blood in your veins. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution 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 Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your blood mage spells. Many blood mages prefer to use a small talisman as a focus, though you may choose whatever fits your character.
Harmful Blood
You are able to harm your enemies with your Blood Casting. When you expend hit dice to cast a blood mage spell that damages a single target, you may roll the hit dice and the spell deals additional damage equal to the total rolled.
Blood Rites
In your study of blood magic and its intricacies, you have discovered Blood Rites, fragments of knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two Blood Rite options of your choice. Your Rite options are detailed at the end of the class description. You gain one additional Blood Rite at each of the levels listed in the Blood Mage class table.
Additionally, when you gain a level in this class, you can choose one of the rites you know and replace it with another rite that you could learn at that level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Recover Vitality
Beginning at 5th level, you can recover your vitality more quickly. When you complete a short rest, you regain hit dice expended via your Blood Casting or Blood Rites features equal to half your proficiency bonus, rounded down. When you regain these hit dice, you may roll them and gain a number of temporary hit points equal to twice the total rolled.
Once used, you must complete a long rest before you may benefit from this feature again.
Efficient Blood
At 17th level, you've learned to channel your life force into an oft-used spell, enabling you to cast it more efficiently. Choose one Blood Mage spell of 1st level. You may cast this spell as a 1st level spell at-will, requiring no hit dice. You must still provide material components if those components are consumed by the spell, and if you cast the spell at a higher level, you must still expend hit dice as normal.
Blood Master
Upon reaching 20th level, you have gained mastery over manipulating your own blood magic. You gain 4 additional hit dice.
Additionally, when you roll initiative, you regain 2 hit dice expended via your Blood Casting feature, up to a maximum of 6 recovered between long rests.
Blood Rites
The Blood Rites presented here are shown in alphabetical order. If a Rite has prerequisites, you must meet them to learn it. You can learn the Rite at the same time that you meet its prerequisites.
NOTE: Many of these probably need updated prerequisites. I haven't gotten that far yet, but it's on the list. I also have ideas for many more that I just haven't put on paper yet.
Area Control
When you cast a blood mage spell that affects an area and neither restores hit points nor deals damage, you can choose a number of friendly creatures within the area equal to your constitution modifer. The chosen creatures are immune to the effects of the spell.
Blood Adept
Your control over your spellcasting increases. When you cast a blood mage spell that requires concentration and neither restores hit points nor deals damage, roll the hit dice used to cast the spell. You gain a bonus to constitution saving throws to maintain concentration on the spell equal to half the number rolled (rounded down, minimum 1).
Blood Arcanum
*Prerequisite: 11th level blood mage*
Upon learning this Rite, you gain a magical secret called an arcanum. Choose one 6th-level spell from the wizard spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. You may also cast your arcanum spells using blood mage hit dice, as normal.
At higher levels, you gain more wizard spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Blood Arcanum when you finish a long rest
Blood Healing
You gain the ability to channel your blood essence into restorative spells. You gain the *cure wounds* and *healing word* spells. They count as blood mage spells for you, and do not count against your total number of spells known.
Additionally, when you expend hit dice to cast *cure wounds* or *healing word*, you may roll the expended hit dice and the spell restores additional hit points equal to the total rolled.
Blood Siphon
You are able to siphon a creature's blood into yourself. As an action, expend and roll a number of blood mage hit dice up to your constitution modifier, and choose a creature you can see within 30 ft. to make a constitution saving throw. On a failed save, the creature takes necrotic damage equal to twice the amount rolled, and you regain hit points equal to the total rolled. You may cause this damage and regain hit points on each of your subsequent turns as an action, requiring no saving throw. You must concentrate on this effect (as if concentrating on a spell), and the effect ends if you are ever more than 30 ft from the target, or take an action other than using this Rite. Once used, you must complete a long rest before using Blood Siphon again.
Bloody Retribution
You're able to punish those that would harm you. When you are hit with a melee attack, you may use your reaction to expend and roll hit dice up to your constitution modifier. The attacking creature takes necrotic damage equal to the amount rolled plus your necromancer level. You may use this feature a number of times equal to your constitution modifier, and must complete a long rest before using it again.
Blood Rush
When you cast a Blood Mage spell using your Blood Casting feature, you may roll the expended hit dice and your walking speed increases by an amount equal to the total rolled (minimum 5 ft.) until the end of your current turn.
Once used, you cannot benefit from this Rite again until you move 0 feet on your turn.
Bloody Words
*Prerequisite: 11th level blood mage; Blood Healing Rite*
When you cast *healing word* using your Blood Healing Rite, hostile creatures between you and the target take necrotic damage equal to the amount rolled on the hit dice, as the expended blood creates a mystical link between you and your ally.
Cantrip Adept
You are more easily able to cast your simplest spells. When you cast a Blood Mage cantrip that requires an action, you may choose to cast it as a bonus action instead. You may use this feature a number of times equal to your constitution modifier, and must complete a long rest before using it again.
Controlled Blood
Your control over your blood spells heightens. When you cast a blood mage spell that neither restores hit points nor deals damage, you may reduce the number of hit dice needed to cast the spell by one, to a minimum of zero.
You may use this feature twice, and regain expended uses upon completion of a long rest.
Magical Lethargy
*Prerequisite: 6th level blood mage*
When you use your Harmful Blood feature, you may force the target to make a constitution saving throw. On a failure, the creature cannot take reactions until the end of its next turn, and on its next turn it may take an action or a bonus action, not both. You may use this feature a number of times equal to your constitution modifier, and must complete a long rest before using it again.
Perfect Blood Healing
*Prerequisite: 3rd level blood mage; Blood Healing Rite*
You learn to more easily cast restorative spells. When you cast *cure wounds* or *healing word* using your Blood Healing Rite, you regain hit points equal to half the total amount restored, rounded down. You may use this feature a number of times equal to your constitution modifier, and must complete a long rest before using it again.
Perfect Control
*Prerequisite: 18th level blood mage*
Your ability to control your spells is at its peak. When you cast a blood mage spell that requires concentration and neither restores hit points nor deals damage, you may invoke this feature to ensure you maintain the spell. For the duration of the spell, your concentration cannot be broken by any means (including damage). You may still choose to end your concentration early.
Once used, you must complete a long rest before using this Rite again.
Perfected Blood
*Prerequisite: 13th level blood mage; Blood Healing Rite*
You learn to more easily cast restorative spells. When you cast *cure wounds* or *healing word* using your Blood Healing Rite, roll a d6. On a 6, that casting of the spell does not consume hit dice to cast.
Revitalizing Blood
*Prerequisite: 9th level blood mage*
You learn to use your own life essence to return another to life. You learn the *revivify* spell, it counts as blood mage spell for you, and it does not count against your total number of spells known
Ritualistic Blood
You gain the knowledge to cast ritual spells. You learn two spells from any spell list that have the ritual tag, and may cast them as rituals.
Additionally, when you cast a spell gained via this Rite as a ritual, you may expend a Blood Mage hit die at the completion of the ritual. Upon expending the hit die, select one of the following options, which affects the spell in various ways.
- The spell duration is doubled for this casting of the spell
- This casting of the spell does not require concentration, but its duration is halved
- The spell's range is doubled for this casting of the spell
- Chill Touch
- Control Flames
- Dancing Lights
- Encode Thoughts
- Fire Bolt
- Friends
- Frostbite
- Gust
- Infestation
- Light
- Lightning Lure
- Mage Hand
- Magic Stone
- Mending
- Message
- Mind Sliver
- Minor Illusion
- Prestidigitation
- Produce Flame
- Ray of Frost
- Sapping Sting
- Shocking Grasp
- Sword Burst
- Toll the Dead
- Armor of Agathys
- Arms of Hadar
- Bane
- Cause Fear
- Charm Person
- Chromatic Orb
- Comprehend Languages
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- False Life
- Fog Cloud
- Grease
- Ice Knife
- Identify
- Inflict Wounds
- Mage Armor
- Magic Missile
- Ray of Sickness
- Silent Image
- Tasha’s Caustic Brew
- Tasha’s Hideous Laughter
- Thunderwave
- Witch Bolt
- Alter Self
- Blindness/Deafness
- Crown of Madness
- Darkness
- Darkvision
- Detect Thoughts
- Hold Person
- Invisibility
- Levitate
- Locate Object
- Mind Spike
- Mirror Image
- Misty Step
- Phantasmal Force
- Ray of Enfeeblement
- See Invisibility
- Shadow Blade
- Silence
- Spider Climb
- Suggestion
- Tasha’s Mind Whip
- Vortex Warp
- Web
- Bestow Curse
- Counterspell
- Dispel Magic
- Enemies Abound
- Fear
- Fly
- Hypnotic Pattern
- Life Transference
- Nondetection
- Sending
- Slow
- Stinking Cloud
- Tongues
- Vampiric Touch
- Wall of Sand
- Arcane Eye
- Banishment
- Blight
- Charm Monster
- Compulsion
- Confusion
- Dimension Door
- Elemental Bane
- Fire Shield
- Freedom of Movement
- Greater Invisibility
- Hallucinatory Terrain
- Locate Creature
- Otiluke’s Resilient Sphere
- Phantasmal Killer
- Raulothim’s Psychic Lance
- Vitriolic Sphere
- Antilife Shell
- Contagion
- Danse Macabre
- Dispel Evil and Good
- Dominate Person
- Enervation
- Geas
- Hold Monster
- Legend Lore
- Mislead
- Modify Memory
- Negative Energy Flood
- Rary’s Telepathic Bond
- Scrying
- Seeming
- Synaptic Static
- Telekinesis
- Temporal Shunt
- Wall of Force
Hey all. I'm just experimenting here with various ideas and thoughts tumbling around in my head. Figured I'd put it out there for feedback. I noticed that full caster spell-level progression is always half your level rounded up. So I figured, why use a table at all? (I know, I know, it limits the number of slots). Again, this is highly experimental.
Let me reiterate: this will most likely never see play. I'm well aware it's probably six different kinds of overpowered. Again, this is a thought experiment for myself and just to have some fun with different mechanics. Please leave feedback, but keep this in mind.
UPDATE: After feedback, I've updated the Blood Mage. It is now effectively a half-caster. And in the spirit of experimentation with new mechanics, I removed subclasses entirely. Blood Rites are now a combined Invocation/Subclass progression for the Blood Mage.
Blood Mage
A high elf surveys the battlefield, draining her own lifeblood to fuel incredible powers against her enemies.
As a sturdy dwarf walks across the land, his life energy sows restorative energy into the land around him.
Charging headlong into battle, a screaming green dragonborn uses her own blood to cut down her enemies.
The Power of the Mind and Body
Blood mages are some of the most misunderstood people in the world. Those who practice this ancient art willingly sacrifice their own life essence to create some of the most powerful magic in any world, but it comes with a cost. By expending the power of their very being, these blood mages reduce their ability to withstand the toils of time. Many a blood mage has fallen for lack of rest.
Unusual and Unique
Their unique way of accessing the magic of the world causes both awe and fear in those who witness it. Blood magic is often seen as a sacrilege, or an afront against the more well-understood methods of magical manipulation. On many worlds, it is outright banned, and even on worlds that it is allowed, those who practice this rare and misunderstood art are often feared or ridiculed.
Creating a Blood Mage
When creating a Blood Mage, consider why you've chosen to pursue this magical discipline. Were you trained by a mentor? Or did you discover this amazing power on your own? Perhaps you are a member of a secretive sect of blood mages, or your family passes down these secrets as heirlooms to the next generation. Or you may have been a doctor or medic for your local community before learning to use your own lifeblood to fuel your magic.
Quick Build
You can build a Blood Mage quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Acolyte or Sage background.
SIDEBAR
Playing the Blood Mage
The blood mage is an advanced class and is intended for experienced players that want to try something new and different.
It uses rules and mechanics that deviate, sometimes radically, from those presented in the handbook.
================================================== ===================
LevelProficiencyFeatureCantrips KnownSpells KnownMax Spell Level
1+2Blood Casting, Harmful Blood421
2+2Blood Rites (2)431
3+2Blood Rites (3)441
4+2Ability Score Increase551
5+3Recover Vitality562
6+3Blood Rites (4)572
7+3Blood Rites (5)582
8+3Ability Score Increase592
9+4Blood Rites (6)5103
10+4Blood Rites (7)6113
11+4Blood Rites (8)6123
12+4Ability Score Increase6123
13+5Blood Rites (9)6134
14+5Blood Rites (10)6134
15+5Blood Rites (11)6144
16+5Ability Score Increase6144
17+6Efficient Blood6155
18+6Blood Rites (12)6155
19+6Ability Score Increase6155
20+6Blood Master6155
================================================== ===================
Multiclassing and the Blood Mage
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose blood mage as one of your classes.
Ability Score Minimum. As a multiclass character, you must have an Constitution score of at least 13 to take a level in this class, or to take a level in another class if you are already a blood mage.
Proficiencies Gained. If blood mage isn't your initial class, here are the proficiencies you gain when you take your first level as a blood mage: healer's kit or alchemy kit.
Spellcasting. Your Blood Casting does not confer any benefit or penalty when multiclassing. You treat your levels of blood mage as a single-class character of that level, and do the same for other classes with which you take levels.
Class Features
Hit Points
Hit Dice: 1d6 per Blood Mage Level
Hit points at 1st level: 6 + your Constitution modifier
Hit points at higher levels: 1d6 (or 4) + your Constitution modifier per Blood Mage level after first.
Proficiencies
Class Group Mage
Primary Ability Constitution
Armor: None
Weapons: daggers, quarterstaff
Tools: Healer's Kit or Alchemy kit
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Medicine, Nature, Perception, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a dagger
- (a) a component pouch or (b) a spellcasting focus
- (a) a Dungeoneer’s pack or (b) an Explorer’s Pack
Blood Casting
See chapter 10 for the general rules of spellcasting.
Cantrips
At 1st level, you know four cantrips of your choice from the Blood Mage spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the blood mage table.
Casting Spells
The blood mage does not use spell slots to cast spells. Instead, to cast a spell you know, you must expend blood mage hit dice equal to the level at which you cast the spell. For example, if you cast *armor of agathys* at 1st level, you would expend one blood mage hit die. However, if you cast *armor of agathys* at 3rd level, you must expend three blood mage hit dice. Hit dice expended to cast spells are unavailable for any other use, and are recovered at the end of a long rest. If a spell you cast consumes its material component, you must still provide material components for that spell.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Blood Mage spell list. The Spells Known column of the blood mage table shows when you learn more blood mage spells of your choice. Each of these spells must be of a level no higher than the level listed in the Max Spell Level column of the Blood Mage table. For instance, when you reach 5th level in this class, you can learn new spells of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the blood mage spell list, which also must be of a level no higher than the level listed in the Max Spell Level column of the Blood Mage table.
Spellcasting Ability
Constitution is your spellcasting ability for your blood mage spells, since the power of your magic relies on your incredible fortitude and the blood in your veins. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution 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 Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your blood mage spells. Many blood mages prefer to use a small talisman as a focus, though you may choose whatever fits your character.
Harmful Blood
You are able to harm your enemies with your Blood Casting. When you expend hit dice to cast a blood mage spell that damages a single target, you may roll the hit dice and the spell deals additional damage equal to the total rolled.
Blood Rites
In your study of blood magic and its intricacies, you have discovered Blood Rites, fragments of knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two Blood Rite options of your choice. Your Rite options are detailed at the end of the class description. You gain one additional Blood Rite at each of the levels listed in the Blood Mage class table.
Additionally, when you gain a level in this class, you can choose one of the rites you know and replace it with another rite that you could learn at that level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Recover Vitality
Beginning at 5th level, you can recover your vitality more quickly. When you complete a short rest, you regain hit dice expended via your Blood Casting or Blood Rites features equal to half your proficiency bonus, rounded down. When you regain these hit dice, you may roll them and gain a number of temporary hit points equal to twice the total rolled.
Once used, you must complete a long rest before you may benefit from this feature again.
Efficient Blood
At 17th level, you've learned to channel your life force into an oft-used spell, enabling you to cast it more efficiently. Choose one Blood Mage spell of 1st level. You may cast this spell as a 1st level spell at-will, requiring no hit dice. You must still provide material components if those components are consumed by the spell, and if you cast the spell at a higher level, you must still expend hit dice as normal.
Blood Master
Upon reaching 20th level, you have gained mastery over manipulating your own blood magic. You gain 4 additional hit dice.
Additionally, when you roll initiative, you regain 2 hit dice expended via your Blood Casting feature, up to a maximum of 6 recovered between long rests.
Blood Rites
The Blood Rites presented here are shown in alphabetical order. If a Rite has prerequisites, you must meet them to learn it. You can learn the Rite at the same time that you meet its prerequisites.
NOTE: Many of these probably need updated prerequisites. I haven't gotten that far yet, but it's on the list. I also have ideas for many more that I just haven't put on paper yet.
Area Control
When you cast a blood mage spell that affects an area and neither restores hit points nor deals damage, you can choose a number of friendly creatures within the area equal to your constitution modifer. The chosen creatures are immune to the effects of the spell.
Blood Adept
Your control over your spellcasting increases. When you cast a blood mage spell that requires concentration and neither restores hit points nor deals damage, roll the hit dice used to cast the spell. You gain a bonus to constitution saving throws to maintain concentration on the spell equal to half the number rolled (rounded down, minimum 1).
Blood Arcanum
*Prerequisite: 11th level blood mage*
Upon learning this Rite, you gain a magical secret called an arcanum. Choose one 6th-level spell from the wizard spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. You may also cast your arcanum spells using blood mage hit dice, as normal.
At higher levels, you gain more wizard spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Blood Arcanum when you finish a long rest
Blood Healing
You gain the ability to channel your blood essence into restorative spells. You gain the *cure wounds* and *healing word* spells. They count as blood mage spells for you, and do not count against your total number of spells known.
Additionally, when you expend hit dice to cast *cure wounds* or *healing word*, you may roll the expended hit dice and the spell restores additional hit points equal to the total rolled.
Blood Siphon
You are able to siphon a creature's blood into yourself. As an action, expend and roll a number of blood mage hit dice up to your constitution modifier, and choose a creature you can see within 30 ft. to make a constitution saving throw. On a failed save, the creature takes necrotic damage equal to twice the amount rolled, and you regain hit points equal to the total rolled. You may cause this damage and regain hit points on each of your subsequent turns as an action, requiring no saving throw. You must concentrate on this effect (as if concentrating on a spell), and the effect ends if you are ever more than 30 ft from the target, or take an action other than using this Rite. Once used, you must complete a long rest before using Blood Siphon again.
Bloody Retribution
You're able to punish those that would harm you. When you are hit with a melee attack, you may use your reaction to expend and roll hit dice up to your constitution modifier. The attacking creature takes necrotic damage equal to the amount rolled plus your necromancer level. You may use this feature a number of times equal to your constitution modifier, and must complete a long rest before using it again.
Blood Rush
When you cast a Blood Mage spell using your Blood Casting feature, you may roll the expended hit dice and your walking speed increases by an amount equal to the total rolled (minimum 5 ft.) until the end of your current turn.
Once used, you cannot benefit from this Rite again until you move 0 feet on your turn.
Bloody Words
*Prerequisite: 11th level blood mage; Blood Healing Rite*
When you cast *healing word* using your Blood Healing Rite, hostile creatures between you and the target take necrotic damage equal to the amount rolled on the hit dice, as the expended blood creates a mystical link between you and your ally.
Cantrip Adept
You are more easily able to cast your simplest spells. When you cast a Blood Mage cantrip that requires an action, you may choose to cast it as a bonus action instead. You may use this feature a number of times equal to your constitution modifier, and must complete a long rest before using it again.
Controlled Blood
Your control over your blood spells heightens. When you cast a blood mage spell that neither restores hit points nor deals damage, you may reduce the number of hit dice needed to cast the spell by one, to a minimum of zero.
You may use this feature twice, and regain expended uses upon completion of a long rest.
Magical Lethargy
*Prerequisite: 6th level blood mage*
When you use your Harmful Blood feature, you may force the target to make a constitution saving throw. On a failure, the creature cannot take reactions until the end of its next turn, and on its next turn it may take an action or a bonus action, not both. You may use this feature a number of times equal to your constitution modifier, and must complete a long rest before using it again.
Perfect Blood Healing
*Prerequisite: 3rd level blood mage; Blood Healing Rite*
You learn to more easily cast restorative spells. When you cast *cure wounds* or *healing word* using your Blood Healing Rite, you regain hit points equal to half the total amount restored, rounded down. You may use this feature a number of times equal to your constitution modifier, and must complete a long rest before using it again.
Perfect Control
*Prerequisite: 18th level blood mage*
Your ability to control your spells is at its peak. When you cast a blood mage spell that requires concentration and neither restores hit points nor deals damage, you may invoke this feature to ensure you maintain the spell. For the duration of the spell, your concentration cannot be broken by any means (including damage). You may still choose to end your concentration early.
Once used, you must complete a long rest before using this Rite again.
Perfected Blood
*Prerequisite: 13th level blood mage; Blood Healing Rite*
You learn to more easily cast restorative spells. When you cast *cure wounds* or *healing word* using your Blood Healing Rite, roll a d6. On a 6, that casting of the spell does not consume hit dice to cast.
Revitalizing Blood
*Prerequisite: 9th level blood mage*
You learn to use your own life essence to return another to life. You learn the *revivify* spell, it counts as blood mage spell for you, and it does not count against your total number of spells known
Ritualistic Blood
You gain the knowledge to cast ritual spells. You learn two spells from any spell list that have the ritual tag, and may cast them as rituals.
Additionally, when you cast a spell gained via this Rite as a ritual, you may expend a Blood Mage hit die at the completion of the ritual. Upon expending the hit die, select one of the following options, which affects the spell in various ways.
- The spell duration is doubled for this casting of the spell
- This casting of the spell does not require concentration, but its duration is halved
- The spell's range is doubled for this casting of the spell
- Chill Touch
- Control Flames
- Dancing Lights
- Encode Thoughts
- Fire Bolt
- Friends
- Frostbite
- Gust
- Infestation
- Light
- Lightning Lure
- Mage Hand
- Magic Stone
- Mending
- Message
- Mind Sliver
- Minor Illusion
- Prestidigitation
- Produce Flame
- Ray of Frost
- Sapping Sting
- Shocking Grasp
- Sword Burst
- Toll the Dead
- Armor of Agathys
- Arms of Hadar
- Bane
- Cause Fear
- Charm Person
- Chromatic Orb
- Comprehend Languages
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- False Life
- Fog Cloud
- Grease
- Ice Knife
- Identify
- Inflict Wounds
- Mage Armor
- Magic Missile
- Ray of Sickness
- Silent Image
- Tasha’s Caustic Brew
- Tasha’s Hideous Laughter
- Thunderwave
- Witch Bolt
- Alter Self
- Blindness/Deafness
- Crown of Madness
- Darkness
- Darkvision
- Detect Thoughts
- Hold Person
- Invisibility
- Levitate
- Locate Object
- Mind Spike
- Mirror Image
- Misty Step
- Phantasmal Force
- Ray of Enfeeblement
- See Invisibility
- Shadow Blade
- Silence
- Spider Climb
- Suggestion
- Tasha’s Mind Whip
- Vortex Warp
- Web
- Bestow Curse
- Counterspell
- Dispel Magic
- Enemies Abound
- Fear
- Fly
- Hypnotic Pattern
- Life Transference
- Nondetection
- Sending
- Slow
- Stinking Cloud
- Tongues
- Vampiric Touch
- Wall of Sand
- Arcane Eye
- Banishment
- Blight
- Charm Monster
- Compulsion
- Confusion
- Dimension Door
- Elemental Bane
- Fire Shield
- Freedom of Movement
- Greater Invisibility
- Hallucinatory Terrain
- Locate Creature
- Otiluke’s Resilient Sphere
- Phantasmal Killer
- Raulothim’s Psychic Lance
- Vitriolic Sphere
- Antilife Shell
- Contagion
- Danse Macabre
- Dispel Evil and Good
- Dominate Person
- Enervation
- Geas
- Hold Monster
- Legend Lore
- Mislead
- Modify Memory
- Negative Energy Flood
- Rary’s Telepathic Bond
- Scrying
- Seeming
- Synaptic Static
- Telekinesis
- Temporal Shunt
- Wall of Force