TEXT: Mat Oh (Order #22076299)
  
   
   
   
   
  BLOOD MAGIC 
   
   
   
  5th Edition Supplement 
   
  DESIGN  
  Joshua Raynack 
   
  EDITING 
  Cameron Guill 
   
  ART 
  Dusan Kostic 
  Wizards of the Coast 
  Maciej Zagorski 
  Mehrdad 
   
  Some rights reserved. Viking e Rostampour is licensed under a  
  Creative Commons Attribution 3.0 License.  
   
   
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  Mat Oh (Order #22076299)
  
  B 
  lood MAGIC 
  Practitioners of blood magic often lead trou-
  bled lives.  Other, more learned scholars do 
  not understand the need or desire to inflict 
  harm on oneself when patience and careful 
  study yields similar results.  While those wit-
  nessed to it, see the practice as barbaric and 
  self-loathing. 
   
  ADVENTURERS All great stories have a beginning.  In a 
  dangerous world filled with mythic beasts and terrible dan-
  gers, what drives someone to leave home and take the road 
  toward adventure?  
   
  Bloodrage Savage. Bloodrage savages have a primal 
  connection to the blood of their ancestors and often draw 
  upon generations of pain and hardship.  Bloodrage savages 
  travel beyond their primal beginnings, severing cultural 
  ties, to redress past wrongs of an ancient blood relative.  
   
  Blood Thralls. Most blood thralls begin their 
  journey after a dramatic upheaval leads them to 
  freedom from servitude.  Good-hearted individuals 
  attempt to right the wrongs they committed while 
  under the influence of an evil master.  On the other 
  hand, those with a perverse mind often strive to 
  nurture their supernatural blood to gain power over 
  others. 
   
  Bloodline Sorcerers. Known as king's blood 
  sorcerers, these practitioners of blood magic learn 
  to harness the raw energy within by spilling the 
  blood of others.  Blood sorcerers often travel to dis-
  cover ancient or unique bloodlines to harness their 
  untamed talent. 
   
  Blood Mages. Like most wizards, blood mages 
  travel in search for knowledge.  Unlike those who 
  study the traditional schools of magic, enlighten-
  ment must come from within rather than discov-
  ered in a library surrounded by dusty tomes.  While 
  blood mages do not ignore ancient texts, these wiz-
  ards often learn their craft through experimentation 
  and performing rituals in places steeped in arcane 
  energy. 
   
  CHARACTERISTICS While traumatic and piv-
  otal events can define the core being of an individ-
  ual, possession of unique powers also influence 
  how people behave. 
   
  Bloodrage Savage. Anger simmers in the veins 
  of bloodrage savages; anxious for release just be-
  neath the skin.  It is a constant thrum upon the 
  heart causing many to inflict wounds upon them-
  selves to allow the anger to flow free.  Bloodrage 
  savages struggle to contain the rage when it erupts 
  and in a moment of uncontrolled fury, they can 
  hurt fellow companions.    
   
  Blood Thralls. With the blood of their former 
  master still pumping in their veins, they possess an 
  unbridled confidence.  Most blood thralls have a 
  new appreciation for both freedom and life, often overin-
  dulging in whims.  While their brash behavior could be 
  genuine, it may also be a mask to hide the nightmares of 
  their past imprisonment.   
   
  Bloodline Sorcerers. Curious of the inborn magic 
  they possess, bloodline sorcerers learn to develop a rapport 
  with strangers, especially with those that appear to have a 
  unique lineage.  While many find bloodline sorcerers cor-
  dial and inviting, it is often a ruse to ensnare a vial or two 
  of blood.  Others make use of their affable and sociable 
  charms to position themselves behind the throne of an in-
  fluential ruler with a potent ancestral lineage.   
   
  Blood Mages. Blood mages often forgo tradition, see-
  ing it as a hindrance toward obtaining knowledge rather 
  than a foundation.  Since very few understand their mo-
  tives and lack of regard for proven arcane conventions, 
  many believe they are free spirits.   
   
  This is often a misperception.  Blood 
  mages may not confine themselves to the 
  laborious task of scribing spells, but will in-
  stead focus that energy into a structured 
   
  Artwork: Wizards of the Coast 
  Mat Oh (Order #22076299)
  
  dance and exercise.  This deliberate movement of the 
  body increases the flow of blood and intertwines its power 
  with the Weave. 
   
  ALIGNMENT Each person has a unique view of the 
  world and possesses a compass that dictates what 
  is right and wrong, fair and natural. 
   
  Bloodrage Savage. Those good of heart 
  accept the ancestral burden and attempt to 
  harness the primal power, while others who 
  hunger for malice find the unbridled fury exhilarating.  
  The ferocious demand for totemic vengeance leads many 
  bloodrage savages to chaotic and often evil tendencies.  It 
  takes a strong will to stave off the pounding drums of one's 
  own heart.    
   
  Blood Thralls. As past servants to evil masters, blood 
  thralls find it hard to revert to a life of laws and traditions.  
  They often find themselves estranged from family and 
  friends should they return home.  Blood thralls discover 
  their supernatural gifts set them apart from others, which 
  makes it hard to settle into a normal life. 
   
  Bloodline Sorcerers. The temptation to channel the 
  raw magic that seethes within is too great to resist.  Blood-
  line sorcerers hide their selfish nature behind coy smiles 
  and insincere gestures.  With such a strained ethical and 
  moral behavior, bloodline sorcerers oftentimes betray those 
  closest to them should it unlock more power. 
   
  Blood Mages. Blood magic is a learned craft that re-
  quires intense control over the body; therefore, most wiz-
  ards who follow this arcane path are lawful in nature.  Al-
  though most blood mages distaste tradition, their ideals 
  might stem from a strong sense to acquire power through 
  hard work and determination.  While others commit them-
  selves to certain people able to aid in their quest for power, 
  therefore they may not uphold a particular ideal.      
   
  RELIGION Commitment to a religious faith can arouse a 
  feeling unparalleled when compared to other motivating 
  determinants. 
   
  Bloodrage Savage. While many bloodrage savages 
  worship Malar, though good-aligned barbarians exposed to 
  the teachings of Ilmater discover a quiet countenance 
  never before experienced.  Bloodrage savages who do wor-
  ship the Broken God, however, do so in cults.  Worshippers 
  focus on the aspects of endurance and internal suffering 
  rather than shouldering the burden of the weak or op-
  pressed.   
   
  Blood Thralls. As once servants to evil, good-natured 
  blood thralls oftentimes turn to Ilmater to shoulder their 
  past burdens and anguish.  To understand the nature of 
  the dark blood that binds them with their undead masters, 
  a few blood thralls seek guidance from Kelemvor.  Others, 
  viewing their freedom from servitude as a renewal of life or 
  spiritual rebirth, place their faith in Lathander.  Blood 
  thralls who embraced the savagery of their former masters, 
  continue to offer victims to Malar, the Beastlord.     
   
  Bloodline Sorcerers. Upon blood-soaked battlefields, 
  sorcerers pray to Tempus for a good harvest of life sparks 
  to empower their magic.  Knights with ancient lineages 
  abound in battle-stricken Faerûn and bloodline sorcerers 
  often reap the rewards when dead or captured.  Bloodline 
  sorcerers with evil in their heart, find themselves in mur-
  derous temples dedicated to Bhaal. 
   
  Blood Mages. A myriad of gods have blood magicians 
  as worshippers.  While secret wizard covens consumed with 
  bloodlust might venerate Bhaal, the Lord of Murder, the 
  few that see injury and death as a part of life may look to-
  ward Kelemvor.  On the other hand, those that begin the 
  dark path of blood sacrifice often seek ancient remnants 
  ascribed to Jergal.  Blood mages that revere the Pitiless 
  WHAT IS BLOOD MAGIC 
  Blood magic is ancient and many scholars discern that the 
  first wizards employed blood magic before understanding the 
  arcane fundamentals now studied.  Historians find evidence 
  of its primitive magic in archaic spells.  None of these primor-
  dial arcane formulas has the power to achieve magic higher 
  than 5th level.  Scholars believe this limitation is what led 
  innovative mages to explore other magical sources to em-
  power spells. 
   
  However, blood magic is not bound to the world of spell-
  craft and arcane study.  For enchanted creatures and power-
  ful monstrosities, magic infuses to the nature of blood itself.  
  Several academics surmise that creatures possessing innate 
  spellcasting attribute this endowment to blood.  Ancient 
  practitioners also believe this to be true, as evidence suggests 
  that the first mages sought the blood of fey, dragons, and 
  even vampires, as well as other supernatural creatures, to 
  empower their spells. 
   
  WHAT IS IN THIS GUIDEBOOK 
  This guide explores the power of blood and its supernatural 
  bond to magic.  With continued support, we will work to 
  develop this product into a definitive guide. 
   
  Character Themes. There are a total of four themes for 
  the barbarian, fighter, sorcerer, and wizard classes.  
  Bloodrage savages inflict harm upon themselves to release 
  the burning rage in their hearts.  Blood thralls invoke the 
  blood of their former masters to empower their abilities.  
  Practitioners of bloodline sorcery, known as king's blood 
  sorcerers, bind their magic with potent lineages.  Wizards of 
  the blood magic tradition seek to tether their own blood to 
  the Weave. 
   
  Races. This guide introduces a new subrace, the half-spawn.  
  Half-spawns are creatures birthed during or sometime after 
  their mother transformed into a vampire spawn.  The super-
  natural vampiric blood invigorates the newborn child with 
  abnormal gifts.   
   
  The subrace is available to all races that offer a selection 
  of a subrace.  There is also a variant to create a human half-
  spawn. 
   
  New Spells and Variants. The inclusion of new spells and 
  variants in your campaign can introduce players to the an-
  cient practices of blood magic.  Variants can offer players an 
  alternative to make their characters unique. 
   
  Magic Items. This guidebook presents several new magic 
  items that expound the nature of blood magic.    
  Mat Oh (Order #22076299)
  
   
  One ignore his now contemporary role as a servant to 
  Kelemvor.  These adventurers instead hunt the ruins of 
  Netheril for forgotten rituals that promise to bind their 
  blood to the Weave.      
   
  BACKGROUNDS Very few adventurers have idyllic, 
  quiet beginnings.  Practitioners of blood magic are no ex-
  ception.    
   
  Bloodrage Savage. Bloodrage savages who killed in an 
  uncontrolled, murderous rage begin adventuring with a 
  criminal background and often on the run.  Others sought 
  solace in the roar of the crowd as a gladiator, while 
  bloodrage savages who fear the primal power within live in 
  seclusion as hermits.  An outlander is also a good fit for 
  bloodrage savages, haunting strange and foreboding ruins 
  at the edge of the world to seek ancestral vengeance.      
   
  Blood Thralls. With a turbulent beginning, blood 
  thralls only realize their potential once freed from servi-
  tude.  While many attempt to return to a life before en-
  slavement, it proves difficult since a past connection led 
  them to imprisonment.  The chosen background of a blood 
  thrall often intertwines with the motivations of their former 
  master.  A vampire infiltrating a secluded monastery might 
  select an acolyte to become a blood thrall; hiring safe trans-
  port during the day, a member of a merchant guild; or a 
  savage attuned to the wilderness, a hermit or outlander.    
   
  Bloodline Sorcerers. Those that seek to exploit a po-
  tent heritage align their services with that of the nobility.  
  Bloodline sorcerers insinuate themselves into such cultures 
  under the guise of heralds, minstrels, or soldiers as well as 
  squires to prominent knights.  Oftentimes, the second son 
  of a noble family commits to a life of servitude to a church.  
  In those cases, king's blood sorcerers discover that becom-
  ing an acolyte proves rewarding, especially as a monk in a 
  secluded monastery.  In tribal societies, the presence of a 
  bloodline sorcerer bolsters the lineage of the chief or war-
  lord and solidifies his claim to govern his people.  With 
  such a position, sorcerers become acolytes to learn religious 
  rites to supplant the role of shaman. 
   
  Blood Mages. Blood mages often live life as a hermit, 
  spending years in seclusion while investigating foreboding 
  ruins.  Many learn dance and acrobatics to better shape and 
  control circulation within the body.  Others might spend 
  some of their early life amongst soldiers, pursuing the art of 
  battlefield medicine or understanding the circulatory sys-
  tem from those slain in conflict.  
   
  RACES Humans, with such short life spans compared to 
  other races, seek to understand the nature of their own 
  body and thus entice wizards to become blood mages or 
  king's blood sorcerers.  While elves lack the physical build 
  and likewise disdain such arcane practices, half-elf blood 
  mages relish the opportunity to forge their own path be-
  tween human tradition and elven heritage. 
   
  While blood thralls host an array of different races, vam-
  pires often prefer fey blood because of its enchanted na-
  ture, and thus enlist elves or half-elves to serve their needs.  
  Furthermore, the life of an elf spans several generations, 
  which forges a long bond between master and slave. 
   
  Mat Oh (Order #22076299)
  
  BARBARIAN PRIMAL PATH 
  Blood magic pumps in the heart of savages in the form of 
  ancestral ties. 
   
  BLOODRAGE SAVAGE 
  As a bloodrage savage, you feed from the pain and anguish 
  suffered in combat to inflame your rage.  The shared blood 
  of vengeful, ancestral spirits burdens your heart with a 
  murderous lust quenched for a brief moment when your 
  blade bites skin.  
   
  BLOOD RAGE Starting when you choose this path at 3rd 
  level, you can inflict a wound upon yourself as an offering 
  to the spirits for a more grievous strike.  While raging, you 
  can expend 2 Hit Dice as a bonus action to choose a crea-
  ture you can see within 10 feet.  Until blood rage ends, you 
  deal an extra 1d6 damage to the target whenever you hit it 
  with a melee weapon attack. 
   
  If the target drops to 0 hit points, the rage ends, or you 
  attack a creature other than the target, blood 
  rage ends. 
   
  BLOOD TRACKER At 6th level, you have advantage 
  on Wisdom (Survival) checks to track any creature you 
  previously injured, as well as on Intelligence checks to 
  recall information about them. 
   
  EAGER FOR BLOOD Starting at 10th level, when a 
  creature ends its movement at least 20 feet from you, 
  you can use your reaction to move up to half your 
  speed toward it.  You can also enter a rage as part of 
  the reaction. 
   
  RECKLESS CLEAVE Beginning at 14th level, when 
  you hit with a Reckless Attack while raging, each other 
  creature within 5 feet of you takes damage equal to 
  your Rage Damage bonus.  The damage type is the 
  same as the melee weapon damage type you used for 
  the attack.  
   
  Artwork: Mehrdad 
  Mat Oh (Order #22076299)
  
  FIGHTER ARCHETYPE 
  Blood magic flows in the veins of powerful masters and 
  often transfer such gifts to minions. 
   
  BLOOD THRALL 
  Within the deepest reaches of night, bound through blood 
  to serve a vampire or demonic overlord, you linger in a 
  realm of madness from which few ever return.  The 
  strength of your dark master pulsates through your veins 
  and whether from a forbidden ritual or enthralling kiss, it 
  empowers your resolve. 
   
  Though free from loathsome servitude, the haunting 
  voice of your master forever beckons you to return. 
   
  Blood thralls learn to draw strength from the dark gifts 
  bestowed upon them by the perverse beings who once 
  bound them to service.  It requires a deep inner resolve to 
  wield these dark boons without succumbing to savagery. 
   
  BLOOD DRINKER When you select this archetype at 3rd 
  level, you can gain nourishment from the blood of your 
  victims.  When you hit a living creature with a melee 
  weapon attack, your attack deals an extra 1d8 points of 
  damage.  If the target is Large or smaller, it must also make 
  a Strength saving throw.  On a failed save, you gain       
  temporary hit points equal to the roll of your extra damage 
  + your Strength or Dexterity modifier (your choice). 
   
  Blood Drinker save DC = 8 + your proficiency bonus + 
  your Strength or Dexterity modifier (your choice). 
   
  You can use this feature twice between rests and only once 
  a turn.  Once you expended all uses of this feature, you 
  must finish a short or long rest before you can use it again. 
   
  At 10th level, the extra damage die becomes a d10.  At 
  18th level, it becomes a d12. 
    
  DARK GIFT At 7th level, you learn to draw upon the 
  blood of your patron that still courses through your veins.  
  You gain one of the following features of your choice. 
   
  Aberrant Climber. As a bonus action, you gain a 
  climbing speed equal to your current speed until the end 
  of your turn. 
   
  Celerity. You can take a bonus action on each of your 
  turns in combat to take the Dash action. 
   
  Charming Gaze. You can cast charm person at will as 
  a 1st-level spell.  Once you use this feature, you cannot use 
  it again until you finish a rest. 
   
  Gaze of the Hunter. As a bonus action, one creature 
  within 5 feet cannot make an opportunity attack until the 
  start of your next turn.  Creatures immune to the charmed 
  condition are unaffected by gaze of the hunter. 
   
  Dark Sight. You can cast darkvision on yourself at 
  will, without expending material components. 
   
  Freed Mind. You have advantage on saving throws 
  against being charmed. 
   
  Shadow Life. When a target fails its Strength saving 
  throw against your blood drinker feature, you gain 5      
  additional temporary hit points. 
   
  SHADOWED BLOOD At 10th level, when you use the 
  second wind feature while you are in darkness, you can 
  regain hit points equal to 2d6 + your fighter level instead of 
  normal. 
   
  At 18th level, the points you regain is instead equal to 
  2d8 + your fighter level. 
   
  DARK STRENGTH At 15th level, creatures have a     
  disadvantage to Strength saving throws against your blood 
  drinker feature. 
   
  Furthermore, whenever you gain temporary hit points, 
  select one dark gift for every 5 points you receive.  You 
  benefit from the chosen dark gift until you no longer have 
  temporary hit points. 
   
  AGILE EVASION At 18th level, you can use 
  the Dodge action as a bonus action.  Once 
  you use this feature, you must finish a short 
  or long rest before you can use it again. 
  BLOOD THRALLS IN BAROVIA 
  While Blood Mage wizards and King’s Blood sorcerers both 
  fit into the macabre atmosphere of Ravenloft, Blood Thrall 
  fighters are born to the setting.  In a place where evil     
  flourishes, blood thrall warriors fight to maintain their     
  identity every day.  The guilt of horrible deeds they        
  committed haunts many good-aligned souls.  
  Artwork: Dusan Kostic 
   
   
  Mat Oh (Order #22076299)
  
  SORCEROUS ORIGIN 
  The arcane tradition of blood magic spawns less studious 
  pupils to unlock its potential. 
   
  KING’s BLOOD (BLOODLINE SORCERY) 
  Bloodlines are a powerful source of magic.  Most 
  kingdoms forbid the practice of blood sorcery since 
  many believe it relies on the strength of a noble line-
  age.  Though the    rumors and suspicions are true, only a 
  few able to harness its secrets reserve such power.   
   
  Nevertheless, kings and queens, along with great tribal 
  chieftains, believe it a sinister form of blood magic and 
  hunt the purveyors with zeal.  On the other hand, several 
  serve as advisors to immoral rulers.  The depraved         
  sovereigns often surround themselves with unwitting 
  courtiers of strong heritage as a source for their blood    
  sorcerer.    
   
  PORTENT OF BLOOD Beginning at 1st 
  level, when you choose this origin, you can 
  select guidance when you learn a sorcerer 
  cantrip. 
   
  PROPHETIC REFLEXES At 1st level, 
  when you cast a divination spell, you can 
  choose a number of creatures you can see 
  equal to 1 + the spell's level.  The chosen 
  creatures gain a +1 bonus to initiative checks.  
  This bonus lasts until you are incapacitated or 
  you take a short or long rest.  You cannot use the fea-
  ture again until you finish a rest. 
    
  LIFE SPARK Starting at 6th level, when you reduce a  
  hostile creature to 0 hit points with a melee weapon or 
  spell attack, you capture a portion of its fleeting soul and 
  forge 1 life spark.  Once per turn, you can expend a life 
  spark to gain a benefit depending on the nature of creature 
  whose essence you captured.   
   
  You can hold a number of life sparks equal to your  
  Constitution modifier.  At the end of a long rest, any     
  unspent life sparks fade into the great beyond. 
   
  Some life spark powers require your target to make a 
  saving throw to resist its effects.  Calculate the saving 
  throw DC as follows: 
   
  Life Spark save DC = 8 + your proficiency  
  bonus + your Charisma modifier. 
   
   
  Aberration. You can expend an aberration life spark as 
  a bonus action to gain a +2 bonus to AC until the end of 
  your next turn. 
   
  Beast. You can expend a beast life spark as an action to 
  cast speak with animals without the expendi-
  ture of a spell slot. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Celestial. You can expend a celestial life spark as a 
  bonus action to gain resistance to all damage until the end 
  of your next turn. 
   
  Dragon. You can expend a dragon life spark to gain an 
  advantage on your next saving throw.  This advantage lasts 
  until the end of your next turn. 
   
  Elemental. When you hit a creature with a weapon or 
  spell attack, you can expend an elemental life spark to deal 
  an extra 1d8 points of damage.  The extra damage can be 
  either bludgeoning or fire (your choice). 
   
  Fey. When you hit a creature with a weapon or spell 
  attack, you can expend a fey life spark as a bonus action to 
  beguile or frighten the target.  The target must make a 
  Wisdom saving throw.  On a failed save, it is charmed or 
  frightened (your choice) until the end of your next turn. 
   
  Fiend. You can expend a fiend life spark as a bonus 
  action to gain resistance to fire damage until the end of 
  your next turn. 
   
  Giant. You can expend a giant life spark to gain       
  advantage to Strength checks until the end of your next 
  turn. 
   
  Humanoid. You can expend a humanoid life spark as 
  an action to cast augury without expending a spell slot or 
  material components. 
  Artwork: Maciej Zagorski 
  Mat Oh (Order #22076299)
  
   
  Monstrosity. You can expend a monstrosity life spark 
  as a bonus action to gain temporary hit points equal to 1d6 
  + half your sorcerer level. 
   
  VESSEL OF GHOSTS At 14th level, you can retain the 
  fleeting essence contained within a life spark.  At the end 
  of a long rest, you can expend one or more hit dice.        
  Instead of gaining hit points, you can prevent 1 life spark 
  from disappearing with each hit die you expend. 
   
   
  WELLSPRING OF LIFE At 14th level, the very presence 
  of a life spark revitalizes your strength and well-being.  If 
  you possess at least one life spark at the end of a short rest, 
  you or one other creature within 10 feet can regain hit 
  points as if you expended 1 hit die.   
   
  Once you use this feature, you cannot use it again after 
  a long rest. 
   
  SHAPE LIFE SPARK When you achieve 18th level, you 
  can manipulate the fleeting essence contained within a life 
  spark.  When you expend a life spark, you can benefit from 
  any one of the listed life spark powers regardless of the 
  creature's nature when you captured it. 
  VARIANT: BLOODLINES WITH GREAT LINEAGE 
  With the permission of your Game Master, you can expand 
  the power gained from a humanoid life spark should the life 
  you extinguish bear a great lineage.  As it stands, the power 
  assumes the life spark originates from one with a common 
  ancestry, such as a peasant or warrior.  However, as you 
  advance, you can achieve further power from a humanoid life 
  spark of grand lineage to cast potent divination magic.  
   
   
  Uncommon Lineage: A humanoid with an uncommon 
  lineage has a rich heritage, though holds little power.  A   
  minor noble, such as a knight or courtier, serve as examples 
  of a humanoid with an uncommon lineage. 
   
  Beginning at 7th level, when you expend a humanoid life 
  spark of an uncommon lineage, you can cast either Arcane 
  Eye or Divination (your choice) using a sorcerer spell slot of 
  the same level. 
   
   
  Rare Lineage: A humanoid with a rare lineage, such as 
  an distant heir to a throne or even a member of royalty, 
  bears the potential of great power. 
   
  Beginning at 9th level, when you expend a humanoid life 
  spark with a rare lineage, you can cast either Legend Lore or 
  Scrying (your choice) using a sorcerer spell slot of the same 
  level. 
   
  Your Game Master reserves the right to decide the potency 
  of the lineage a humanoid life sparks holds.  Although not 
  humanoids, a powerful giant king or demon prince can hold 
  great power in their veins. 
   
  Mat Oh (Order #22076299)
  
  ARCANE TRADITION 
  Wizards in the Forgotten Realms, in a fevered hunger to 
  unlock arcane secrets of ancient empires, often follow    
  untapped paths of the Weave. 
   
  BLOOD MAGIC (Version 1) 
  "My blood courses with arcane power while your blood, 
  when I begin, will simply spill from your body." 
   
  Blood mages learn to heighten their spellcraft through  
  manipulating the Weave and uniting the power of blood 
  and arcane might.  Blood is life, though wizards that travel 
  this path of magic view the sanguine fluid flowing through 
  their veins as a wellspring of arcane power. 
   
  BLOOD SAVANT You combine the source of your 
  arcane power with the blood flowing through your veins. 
  When you select this arcane tradition at 2nd level, you gain 
  proficiency in Medicine and double your proficiency bonus 
  to any check made with the skill, instead of your normal 
  proficiency bonus. 
   
  Furthermore, when you perform the Arcane Recovery 
  feature, you also regain 1 expended hit die. 
   
  BLOOD MAGIC Starting at 2nd level, you invoke blood 
  magic to gain supernatural powers. You can use a bonus 
  action to call upon the power of blood by either inflicting a 
  minor or severe wound upon yourself. 
   
  Minor Wound. Inflicting a minor wound requires the 
  expenditure of 1 hit die. Instead of regaining hit points, 
  you gain 1 blood point. 
   
  Severe Wound. Inflicting a severe wound requires 
  the expenditure of 2 hit dice. Instead of regaining hit 
  points, you gain 2 blood points. 
   
  While you possess one or more blood points, you gain the 
  following features: 
   
   
  Armor of Vitality. When you do not wear armor,  
  your AC equals 13 + your Constitution modifier. 
   
   
  Lifeblood. You gain advantage on your first death   
  saving throw of the day. 
   
  Furthermore, you can expend blood points to perform the 
  following blood rituals: 
   
   
  Blood Agony. When you hit a creature with a melee 
  or spell attack, you can expend 1 or more blood points 
  to deal psychic damage to the target, in addition to the 
  damage of the attack. The extra damage is 1d6 for 1 
  blood point, plus 1d6 for each additional blood point, 
  to a maximum of 5d6.  
   
   
   
   
   
   
  At 14th level, increase the damage die of 
  Blood Agony to a d8. 
   
   
  Blood Sense. The sound of blood pumping in the 
  veins of the living registers upon your senses like a 
  soothing rhythm upon your being. Expend 1 blood 
  point as an action to focus your awareness upon the 
  immediate area to reveal the presence of living      
  creatures. Until the end of your next turn, you know 
  the location of any beast, giant, or humanoid, within 60 
  feet that is not behind total cover. You know the type 
  of any being whose presence you sense, but not the 
  identity of the creature. 
   
   
  Fortitude of Blood. Expend 1 blood point as a bonus 
  action to gain a bonus to Constitution saving throws, 
  which lasts for 1 minute, equal to your Intelligence 
  modifier (minimum of +1).                                         
   
  You can invoke this ritual twice. Afterward, you  
  cannot perform it again until you finish a short or long 
  rest.  
   
  After a long rest, unexpended blood points vanish. 
   
  BURN THE BLOOD At 6th level, you gain resistance to 
  psychic and fire damage. Furthermore, whenever you 
  begin casting a spell of 1st level or higher that deals 
  psychic or fire damage, a wave of pain and anguish erupts 
  from you. This wave causes creatures of your choice 
  within 10 feet to suffer psychic or fire damage (you choose 
  each time you activate this feature) equal to half your 
  wizard level. 
   
  CULL THE BLOOD At 6th level, you learn to 
  manipulate the flow blood, even if it is not your own, to 
  either stem death or empower your blood magic. 
   
   
  Blood Siphon. When you reduce a creature to 0 hit 
  points with a melee or spell attack, and the creature 
  dies, you gain 1 blood point. 
   
   
  Mark of Blood. When an attack scores a critical hit 
  against a living creature within 10 feet, you can spend 
  1 blood point as a reaction. Until the end of your next 
  turn, you gain advantage on attack rolls against the 
  creature. 
   
   
  Wellspring of Life. When you make a death saving 
  throw and roll a 19-20 on the d20, you regain 1d6 hit 
  points instead of normal.                                                 
   
  At 14th level, you regain 1d6 hits points when you 
  instead roll a 18-20 on a death saving throw. 
   
  INHERITOR OF BLOOD At 10th level, you can invoke 
  the power of blood in others to bind your wounds.  Should 
  you drop to 0 hit points and do not die outright, you can 
  make a DC 10 Constitution saving throw. If you succeed, 
  one willing creature within 30 feet can expend one hit die 
  and you regain a number of hit points equal to the result. 
   
  Each time you use this feature after the first, increase 
  the DC by 5. When you finish a short or long rest, reset 
  the DC to 10. 
  Mat Oh (Order #22076299)
  
  SOUL BURN At 10th level, you can transform the blood 
  within your veins into raw arcane power.  As a bonus action 
  on your turn, expend one or more blood points to create 
  one spell slot. For each blood point you expend, roll 1d6 
  and consult the following Creating Spell Slots table for the 
  result. You cannot create a spell slot higher than 5th level. 
   
  BLOOD SOUL MAGUS When you achieve 14th level, 
  you learned the final secret of weaving blood and raw 
  arcane power into one source of magic. When you inflict a 
  minor or severe wound through your Blood Magic feature, 
  you gain a greater number blood points. When you inflict a 
  minor wound, instead gain 2 blood points, while a severe 
  wound yields 4 blood points. 
   
  CREATING SPELL SLOTS 
   
  Spell Slot Gained 
  Dice Result 
  1st 
  7-9 
  2nd 
  10-16 
  3rd 
  17-20 
  4th 
  21-23 
  5th 
  24+ 
   
  Mat Oh (Order #22076299)
  
  BLOOD MAGIC (Version 2) 
  "My blood courses with arcane power while your blood, 
  when I begin, will simply spill from your body." 
   
  Blood mages learn to heighten their spellcraft through  
  manipulating the Weave and uniting the power of blood 
  and arcane might.  Blood is life, though wizards that travel 
  this path of magic view the sanguine fluid flowing through 
  their veins as a wellspring of arcane power. 
   
  BLOOD SAVANT You combine the source of your 
  arcane power with the blood flowing through your veins. 
  When you select this arcane tradition at 2nd level, you gain 
  proficiency in Medicine and double your proficiency bonus 
  to any check made with the skill, instead of your normal 
  proficiency bonus. 
   
  Furthermore, when you perform the Arcane Recovery 
  feature, you also regain 1 expended hit die. 
   
  BLOOD MAGIC Starting at 2nd level, you can form a 
  bond between your lifeblood and the magical energies of 
  the Weave.  As an action, you call upon the power of blood 
  by inflicting a ritualistic wound upon yourself.   
   
  While the wound does not deal damage or break      
  concentration, it is a hemophilic wound and therefore   
  remains open.  Once you staunch the flow of blood, you 
  weaken the connection to the Weave.   
   
  When you inflict a hemophilic wound, you gain access 
  to a pool of blood points (described below).  Once you  
  inflict a hemophilic wound, you cannot inflict another such 
  wound again until you finish a long rest.  
   
  Blood Pool. You have a number of blood points            
  determined by your wizard level.  You can have more 
  blood points than shown on the table for your level. 
   
  Healing. Any form of healing you receive staunches the 
  flow of blood and can close the hemophilic wound.  When 
  you regain one or more hit points, you also lose 1 blood 
  point.  When you no longer have any blood points, the   
  hemophilic wound heals. 
   
  Blood Rites. You learn two blood rituals of your 
  choice, detailed below under Blood Rites. 
   
  When you gain a level in the wizard class, 
  you can choose one of the blood rites you 
  know and replace it with another blood rite that you can 
  learn. 
   
  EMPOWERED BLOOD At 6th level, when you roll  
  damage for a spell, you can reroll a number of damage dice 
  up to your Constitution modifier (minimum of one).  You 
  must use the new result.   
   
  Once you use this feature, you must finish a short or 
  long rest before you can use it again.  Starting at 14th level, 
  you can use it twice before a rest, but only once in the 
  same turn. 
   
  BLOOD AWAKENING Starting at 10th level, you can 
  bestow consciousness upon the blood of a dead creature 
  causing the lifeblood to reinvigorate the corpse. 
   
  You can cast revivify once using a wizard spell slot.  
  Once you use this feature, you cannot use it again until you 
  finish a long rest. 
   
  CULL THE BLOOD At 14th level, you can manipulate 
  the blood of another creature and cull it free from its     
  confinement, drawing it from the body all at once.  The 
  pressure ruptures tissues and organs causing intense pain. 
   
  As an action, one creature within 30 feet must make a 
  Constitution saving throw, taking 10d10 necrotic damage 
  on a failed save or half as much on successful one.  This 
  feature has no effect on constructs, oozes, plants, and    
  undead. 
   
  Once you use this feature, you cannot use it again until 
  you finish a long rest.   
   
  BLOOD RITES 
  The blood rites are in alphabetical order. 
   
  BLOOD POOL 
   
  Level 
  Blood Points 
  2-4 
  2 
  5-8 
  3 
  9-12 
  4 
  13-16 
  5 
  17-20 
  6 
  A TALE OF TWO TRADITIONS 
  You may wonder why there are two wizard traditions with 
  the same name?  When I first designed the class, I wanted the 
  character tempted to risk life for power.  Hit dice seemed 
  the obvious choice although I felt uneasy about the trade off 
  (I never liked the idea of characters giving up something     
  inherent to access class features).  
   
  In the end, the original felt overpowered in the right        
  circumstances.  In an adventuring group with a cleric or bard 
  with powerful healing abilities, the character does not need 
  to exert hit dice during a rest. 
   
  After I made the changes and updated the product with 
  the second version (which overhauled the tradition entirely), 
  I discovered Mike Mearls and Chris Lindsey highlighted the 
  virtues of the    original in an Unearthed Arcana article.  
   
  Much to my horror, I nixed it during the latest update and 
  it no longer existed in the product.  Therefore, in this      
  update, I included both versions. 
   
  Feel free to include one or both versions in your game.  
  Since blood magic is an ancient tradition and learned through 
  discovery rather than proper training, blood mages can differ 
  from one another. 
  Mat Oh (Order #22076299)
  
  Blood Focus. When you cast a spell that does not indicate 
  a cost for a component, you can spend 1 blood point to cast 
  the spell without material components. 
   
  Blood Ritual.  You can expend 2 blood points to cast a 1st 
  level spell with the ritual tag from a spell list from any 
  class.  You must cast the spell as a ritual. 
   
  Blood Spell. You can spend blood points to cast a spell 
  that you prepared without expending a spell slot on your 
  turn.  The Casting a Spell table shows the cost of casting a 
  spell of a given level.  You can cast a spell no higher level 
  than 4th and must meet the minimum level required to 
  cast the spell. 
  Fortitude of Blood. You can expend 1 blood point and 
  concentrate (as if concentrating on a spell) to gain  profi-
  ciency in Constitution saving throws. 
   
  Phantom Vigor. When you cast a wizard cantrip, you can 
  spend 1 blood point as a bonus action to gain 1d4 + 4     
  temporary hit points. 
   
  Potent Blood.  When you cast a wizard cantrip, you can 
  expend 1 blood point to add your proficiency bonus to the 
  damage.   
   
  Silence the Pain. You can expend 1 blood point and    
  concentrate (as if concentrating on a spell) to gain          
  resistance to psychic damage.  While you invoke this blood 
  rite, psychic damage does not cause you to break concen-
  tration. 
  VARIANT RULE: BLOOD COMPONENT  
  You can use blood as a spellcasting focus for your wizard 
  spells.  When you cast a spell, inflict a wound upon yourself 
  and take 1 point of necrotic damage for each level of the 
  spell.  This damage does not break concentration and ignores 
  resistance and immunity.   
   
  You cannot use the blood component feature if a spell 
  indicates a cost for a component.  You must have that     
  specific component before you can cast the spell. 
   
  WIZARD VARIANT: BLOOD CHANNELER 
  Beginning at 1st level, you can replace the arcane recovery 
  class feature with blood channeler. 
   
  BLOOD CHANNELER Once per turn, you can choose to 
  inflict a wound upon yourself to cast a spell you prepared 
  without expending a spell slot.  To cast a spell, you expend a 
  number of hit dice equal to the level of the spell.  The spell 
  you cast cannot be 6th level or higher. 
   
  Once you expended a number of hit dice equal to half 
  your wizard level (rounded up), you cannot use this feature 
  again until you finish a long rest. 
   
  For example, if you are a 4th-level wizard, you can ex-
  pend a combined total of 2 hit dice to cast either a 2nd-level 
  spell or two 1st-level spells before requiring a long rest. 
   
  When you select the Blood Magic Arcane Tradition and 
  choose to replace arcane recovery with the blood channeler 
  feature, you instead regain the extra hit die from blood sa-
  vant after a long rest.  This extra hit die cannot exceed your 
  hit dice maximum. 
   
  For example, a 4th-level wizard spent 3 hit dice.  After a 
  long rest, instead of regaining 2 hit dice as normal, the char-
  acter recovers 3. 
  CASTING A SPELL  
   
  Spell Level 
  Blood Point Cost Level 
  1st 
  2 
  2nd 
  2nd 
  3 
  5th 
  3rd 
  5 
  13th 
  4th 
  6 
  17th 
   
  Mat Oh (Order #22076299)
  
  HALF-SPAWN Subrace 
  You walk the worlds between the living and the dead. 
   
  When you were an unborn child, exposure to the blood of a 
  vampire transformed you into a being unfamiliar to most of 
  your kin.  While you bear the hereditariness of your race, in 
  both quality and appearance, a dark shadow looms wher-
  ever you tread in the form of whispers and suspicion. 
   
  Traumatic Beginnings. At one point near the end of 
  her pregnancy, your mother experienced the awful fate of 
  becoming a vampire spawn.  During transformation, the 
  shock to her body induced labor and through a miracle of 
  the fates, you survived. 
   
  Unnerving Appearance. Sharing the dominate fea-
  tures of your mother and her race; you possess an ashen 
  pallor and an able-bodied physique.  While you can walk 
  amongst your kinfolk without notice in brief passing, your 
  eyes appear dilated most of the time and you have canine 
  teeth.  Although not long and thin like fangs, the incisors 
  are sharp and protrude out enough to draw blood. 
   
  HALF-SPAWN SUBRACE TRAITS The half-spawn 
  has the dwarf, elf, gnome, or halfling racial traits in the 
  Player's Handbook, plus the subrace traits listed below. 
   
  Ability Score Increase. Your Strength score increases 
  by 1. 
   
  Bite. You can use your Attack action to make an un-
  armed strike to bite one willing creature, or a creature grap-
  pled by you, incapacitated, or restrained.  If you are able to 
  make multiple attacks with the Attack action, this attack 
  replaces one of them. 
   
  Whenever you hit a creature with an unarmed strike 
  granted by your bite, you gain temporary hit points equal 
  to the amount of damage dealt. 
   
  Darkvision. The vampire blood bestowed upon you 
  grants you superior vision over others of your kind.  You 
  can see in dim light within 60 feet of you as if it were 
  bright light, and in darkness as if it were dim light.  You 
  cannot discern color in darkness, only shades of gray. 
   
  If your racial traits grant you darkvision, you then in-
  stead have superior darkvision. 
   
  Superior Darkvision. Your darkvision has a radius of 
  120 feet. 
    
  Half-Spawn Weaknesses. While the vampire blood 
  that runs in your veins grants you supernatural gifts, you 
  also suffer from one of the following flaws of your choice: 
   
  Forbiddance Susceptibility. If you enter a residence 
  without an invitation from one of the occupants, you have 
  disadvantage on attack rolls and on Charisma checks until 
  you leave the residence. 
   
  Running Water Sensitivity. When you end your turn in 
  running water, you have disadvantage on attack rolls and 
  Strength checks until the end of your next turn. 
   
  Sunlight Sensitivity. You have disadvantage 
  on attack rolls and on Wisdom (Perception) 
  checks that rely on sight when you, the target 
  of your attack, or whatever you are trying to 
  perceive is in direct sunlight. 
   
  Relentless Fortitude. If damage reduces you to 0 hit 
  points, unless the damage is radiant, you are instead re-
  duced to 1 hit point. 
   
  After you use this feature, you cannot use it again until 
  you complete a rest. 
   
  Speak with Children of the Night. Through speech, 
  you can communicate simple ideas with bats, rats, and 
  wolves.  Half-spawns find comfort confiding in these ani-
  mals and often attempt to gain their trust. 
   
   
  TIEFLINGS AND DRAGONBORN While it is possible 
  for planetouched tieflings and dragonborn to have a vam-
  pire spawn mother, their already potent lineage dominates 
  and often prevents the transformation process.  Therefore, 
  half-spawn tieflings and dragonborn are rare to exhibit the 
  supernatural gifts of their vampiric heritage.  
   
   
  VARIANT: HALF-SPAWN HUMANS 
  Your Dungeon Master might allow these variant traits, all of 
  which replaces the human's Ability Score Increase trait in the 
  Player's Handbook. 
   
  Ability Score Increase. Your Strength, Constitution, 
  and Dexterity scores increase by 1. 
   
  Skills. You gain proficiency in one of the following skills 
  of your choice: Athletics, Intimidation, Perception, or Persua-
  sion. 
   
  Bite. As described under Half-Spawn Subrace Traits. 
   
  Darkvision. The vampire blood bestowed upon you 
  grants you superior vision over others of your kind.  You can 
  see in dim light within 60 feet of you as if it were bright light, 
  and in darkness as if it were dim light.  You cannot discern 
  color in darkness, only shades of gray. 
   
  Half-Spawn Weaknesses. As described under Half-
  Spawn Subrace Traits. 
   
  Relentless Fortitude. As described under Half-Spawn 
  Subrace Traits. 
   
  Speak with Children of the Night. As described un-
  der Half-Spawn Subrace Traits. 
  Mat Oh (Order #22076299)
  
  SPELLS 
  The spells introduced in this chapter allows other spell-
  casters to experience and explore blood magic. 
     
  BARD 
   
  3rd Level 
  Blood Rage 
   
  DRUID 
   
  2nd Level 
  Crimson Blade 
   
  RANGER 
   
  2nd Level 
  Reaping Strike 
   
  SORCERER 
   
  1st Level 
  Caustic Wound 
   
  3rd Level 
  Blood Rage 
   
  WARLOCK 
   
  4th Level 
  Boiling Blood 
   
  WIZARD 
   
  1st Level 
  Caustic Wound 
   
  2nd Level 
  Blood Quill 
   
  3rd Level 
  Blood Rage 
   
  4th Level 
  Boiling Blood 
   
  SPELL DESCRIPTIONS 
  The spells are in alphabetical order. 
   
  BLOOD QUILL 
  2nd-level divination (ritual) 
   
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a quill made from the feather of an 
  exotic monstrosity worth at least 100 gp) 
  Duration: 1 day 
  You can attempt to learn a wizard spell from a spellcaster 
  within 24 hours of his or her death.  You pierce the corpse 
  with the specially prepared quill and as it siphons the 
  blood from the cadaver, select one wizard spell prepared or 
  known to the deceased spellcaster.   
   
  The spell must be of a level for which you have a spell 
  slot and you must make an Intelligence (Arcana) check to 
  determine whether the quill absorbs it successfully.  The 
  DC equals 10 + the spell's level.  On a failed check, the 
  spell ends and consumes the quill. 
   
  Once the quill absorbs the spell, you may take the 
  time to transcribe it into your spellbook using the normal 
  rules for copying a spell.  The quill crumbles into dust at 
  the end of the duration or once you copy the absorbed spell 
  into a spellbook, whichever happens first. 
   
  BLOOD RAGE 
  3rd-level enchantment (blood magic) 
   
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a pint of the caster's blood) 
  Duration: Concentration, up to 1 minute 
   
  You choose a willing creature you can see within range and 
  incite the blood within its veins with an unquenchable fury.  
  Until the spell ends, the target deals an extra 1d4 damage to 
  the target whenever it hits with a melee weapon attack. 
   
  Until the spell ends, each time the target takes damage, 
  increase the extra damage one die step to a maximum of 
  1d12.  You can also increase the extra damage one die step 
  as an action. 
   
  If the target drops to 0 hit points before the spell ends, 
  you can use a bonus action on a subsequent turn of yours to 
  incite a new willing creature.  
   
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, increase the extra damage by 
  one die step to a maximum of 1d12 for every slot above 3rd. 
   
  Blood Magic. When you cast this spell, you must ex-
  pend 3 hit dice plus an additional 1 hit dice for every slot 
  above 3rd.  At the end of the duration, gain one level of ex-
  haustion (as described in appendix A of the Player's Hand-
  book).  This level of exhaustion lasts until you finish a short 
  rest. 
   
  BOILING BLOOD 
  4th-level transmutation 
   
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (one ounce of flammable oil) 
  Duration: Concentration, up to 1 minute. 
   
  You attempt to boil the blood of one creature that you can 
  see within range.  If the body of the target has blood, the 
  creature must make a Constitution saving throw.  On a 
  failed save, it is poisoned and takes 2d6 fire 
  damage as its blood begins to heat to a boil. 
   
  A creature poisoned by this spell must 
  make another Constitution saving throw at 
   
  Mat Oh (Order #22076299)
  
  the end of each of its turns.  On a failed save, it takes 2d6 
  fire damage.  If it successfully saves against this spell three 
  times, the spell ends.  If it fails its save three times, it takes 
  2d6 damage at the end of each of its turns for the duration.  
  The successes and failure do not need to be consecutive; 
  keep track of both until the target collects three of a kind. 
   
  At Higher Levels.  When you cast this spell using a 
  spell slot of 5th level or higher, you can target one addi-
  tional creature and the damage increases by 1d6 for each 
  spell slot level above 4th.  
   
  CAUSTIC WOUND 
  1st-level transmutation 
   
  Casting Time: 1 reaction, which you take in response to 
  being damaged by a creature with either piercing or slashing 
  damage 
  Range: Self 
  Components: V, S 
  Duration: 1 round 
   
  You infuse your blood with caustic acid.  Until the start of 
  your next turn, when you take piercing or slashing damage, 
  a spray of acidic blood bursts from the wound, including 
  from the triggering response.  One creature in a 10-foot 
  cone must make a Dexterity saving throw.  A creature 
  takes 2d10 acid damage on a failed save, or half as much 
  damage on a successful one. 
   
  The acid destroys any susceptible objects in the area 
  that are not worn or carried. 
   
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases by 
  1d10 for each slot level above 1st.     
   
   
   
   
   
  CRIMSON BLADE  
  2nd-level necromancy (blood magic) 
   
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (a pint of the caster's blood) 
  Duration: Concentration, up to 10 minutes 
   
  You inflict a wound upon yourself and sculpt the flowing, 
  crimson blood into a blade in your free hand.  The blade is 
  similar in size and shape to a scimitar, and lasts for the dura-
  tion.  If you let go of the blade, it splatters blood in a 5-foot 
  radius and the spell ends.  Each other creature in the radius 
  must make a Dexterity saving or suffer 1d6 necrotic damage.   
   
  You can use you action to make a melee spell attack with 
  the crimson blade.  On a hit, the target takes 4d6 necrotic 
  damage and must succeed on a Wisdom saving throw or be-
  come frightened until the end of its next turn. 
   
  While frightened by this spell, a creature must take the 
  Dash action and move away from you by the safest route 
  available on its turn, unless there is nowhere to move. 
   
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or 6th level, the damage increases by 
  2d6 for every two slots above 2nd. 
   
  Blood Magic. When you cast this spell, you must ex-
  pend 2 hit dice plus an additional 2 hit dice for every two 
  slots above 2nd.  At the end of the duration, gain one level of 
  exhaustion (as described in appendix A of the Player's Hand-
  book).  This level of exhaustion lasts until you finish a short 
  rest. 
   
  REAPING STRIKE 
  2nd-level necromancy 
   
  Casting Time: 1 reaction, which you take when you hit a 
  living creature with a melee weapon attack and it is a critical 
  hit  
  Range: Self 
  Components: V 
  Duration: Instantaneous 
   
  The blood culled from a grievous wound of another binds 
  your injuries.  You deal an extra 1d6 damage and regain hit 
  points equal to the damage. 
   
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level, the extra damage is 1d8.  When you 
  use a spell slot of 4th level, the extra damage is 1d10.  
  When you cast this spell using a spell slot of 5th level or 
  higher, the extra damage is 1d12. 
  PLAYTEST VARIANT: BLOOD MAGIC SPELLS 
  While the blood channeler and blood component variants 
  are sufficient to introduce a unique magical atmosphere to 
  your campaign, certain spells in this guide present another 
  direction we can explore blood magic. 
   
  Blood spells (marked with the blood magic tag) represent 
  the ancient magic of early practitioners.  The spell crimson 
  blade, for example, is perhaps the predecessor of flame blade. 
   
  Second, blood magic spells are more powerful than those 
  of an equivalent level.  It is forbidden and primordial magic, as 
  well as being a bit reckless.  A personal sacrifice on the part 
  of the spellcaster offsets this increase in power. 
   
  The design behind a blood spell is to entice players with a 
  potent alternative during a desperate situation.  It should 
  provoke an internal debate within the character before he or 
  she unleashes its power.   
   
  Lastly, let us know your opinion and whether we should 
  further explore this playtest variant in future updates.  We 
  also want to hear other suggestions or improvements.  Are 
  the limitations too restrictive, not enough, or fail to fit the 
  theme of blood magic? 
  Mat Oh (Order #22076299)
  
  MAGIC ITEMS 
  Adventurers discover strange and interesting relics over the 
  course of their journeys within the Realms.  Forged in 
  blood, the following magic items exist in a campaign that 
  allows the Blood Magic Arcane Tradition. 
   
  BLOOD-DREADER   
  Weapon (any sword), rare (requires attunement) 
   
  You gain a +2 bonus to attack and damage rolls made with 
  this magic weapon against nonliving creatures.  Otherwise, 
  it functions as a normal sword. 
   
  Curse. When you deal damage to a living creature with 
  this blade, you must succeed on a DC 15 Wisdom saving 
  throw.  On a failed save, you feint and fall unconscious.  
  You can repeat the saving throw at the end of each turn, 
  ending the effect with a success. 
   
  You can break the cursed enchantment as normal.    
  Afterward, the sword becomes a +1 weapon with no other 
  properties.  
   
  BLOOD LEECH 
  Weapon (any sword), uncommon (requires attunement) 
   
  You gain a +1 bonus to attack and damage rolls made with 
  this magic weapon.  
   
  If you make an attack using this weapon, at the end of 
  your turn, if you did not hit at least one target, blood leech 
  deals 5 (1d10) necrotic damage to you (this damage cannot 
  be avoided and overcomes all immunities and resistances).  
  Until the end of your next turn, the next attack you make 
  deals an extra 2d6 points of necrotic damage to the first 
  target it hits. 
   
  POTION OF CRUOR 
  Potion, varies 
   
  When you consume this potion, you regain expended hit 
  dice determined on the rarity of the potion, shown on the 
  following table.  The liquid appears as coagulated blood, 
  thick and syrupy.  Once consumed, further potions of cruor 
  have no effect until you first finish a long rest. 
   
   
   
   
   
   
   
  SANGUINE BLADE  
  Weapon (any sword), rare (requires attunement) 
   
  You gain a +2 bonus to attack and damage rolls made with 
  this magic weapon against living creatures.  Otherwise, it 
  functions as a normal sword. 
   
  Curse. This is a cursed sword and once drawn, it will 
  not allow the wielder to sheath the blade unless it spills 
  blood.  Furthermore, when you deal damage to a living 
  creature with the blade, you must succeed on a DC 15   
  Wisdom saving throw or continue to attack until you or the 
  creature drops to 0 hit points, or you are unable to reach 
  the creature to make a melee attack against it.   
   
  While unsheathed, the wielder cannot benefit from a 
  long or short rest.  
   
  You can release the sword of its curse as normal.     
  Afterward, the sword becomes a +1 weapon with no other 
  properties. 
  Potency 
  Rarity 
  HD Regained 
  Normal 
  Uncommon 
  1 
  Greater 
  Rare 
  2 
  Superior 
  Very Rare 
  3 
  POTIONS OF CRUOR 
   
  Mat Oh (Order #22076299)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Blood Magic.pdf