Blood magic is linked to ancient elemental and primal powers. The earliest known practitioners of blood magic were the ages old ogre kingdoms and their allies. Blood magic is intricately tied to the elder primal powers of life and death. Powerful in its scope and applicability, blood magic could be considered neutral in regards to good and evil, except for the corrupting effect of power and the tendency for it’s wielders to use the blood of others in their rituals.

When you cast a blood magic spell, you take damage equal to the blood required for the spell, which you can draw as part of casting the spell (no additional action required). This blood must come from you, unless you have features or feats that allow you to use other sources of blood to power your magic.  If you cast a Blood Magic spell at a higher level, the minimum hit points increases to the level the spell is cast at.  You cannot spend more hit points than you have this way.

Because of their affinity with the power of life in it’s primal aspect, some blood magic wielders can cast spells from the druid list, and eventually gain the power to change form as a druid.


Blood Magic Tradition Feats

Bloodcraft

Bloodcraft


Prerequisite: Spellcasting or Pact Magic feature

  • You gain access to the Blood Magic spell list.
  • When you cast a blood magic spell, you take damage equal to the blood required for the spell, which you can draw as part of casting the spell (no additional action required). This blood must come from you, unless you have features or feats that allow you to use other sources of blood to power your magic.
  • If you cast a Blood Magic spell at a higher level, the minimum hit points increases to the level the spell is cast at.
  • You cannot spend more hit points than you have this way. (Kibbles Blood Magic)

Blood Boon

Blood Boon.

Prerequisite: Spellcasting or Pact Magic Feature

  • You’ve learned secrets of bloodcraft that grant you esoteric power at the price of your own life force. As a bonus action, you can choose to take 1d6 necrotic damage to gain a blood boon. Your blood boon lasts for 1 hour or until expended.
  • You can expend this blood boon to gain one of the following benefits:
  • When you make an attack roll, you roll 1d6 and add it to the total.
  • When you hit with an attack or spell, you deal an additional 2d6 necrotic damage.
  • When you cause a creature to make a Strength, Dexterity, or Constitution saving throw, roll a d4 and reduce their save by the amount rolled.
  • The damage you take to gain a blood boon can’t be reduced in any way.

Blood Rituals

Blood Rituals


Prerequisite: Spellcasting or Pact Magic Feature, 4th level

  • Whenever you cast a ritual spell that requires a material component, you can instead use blood, draining the living vital essence of creatures to power the magic in a unique way.
  • Willing living creatures within 10 feet (including you) can expend hit points as part of casting the spell, with each 10 hit points sacrificed in this manner able to replace up to 100 gp of material components (for example, to replace a diamond worth 500 gold, 50 hit points would have to be expended in this manner).
  • Any creature that contributes a number o hit points greater than their character level (or CR if they have no level) to this ritual gains 1 level of exhaustion.  (Kibbles Blood Magic)

Blood Sacrifice

Blood Sacrifice


Prerequisite: Bloodcraft, 8th level

  • You can sacrifice your essence to cast blood magic spells in place of expending a spell slot. To do so, sacrifice 5 hit points per level of the spell. These hit points sacrificed can count towards the hit point cost of the blood Material component of the spell.
  • You can cast a total number of spell levels in this manner equal to your character level, but casting a spell of 6th level or higher this way drains your vitality in a more profound way unless it has the blood magic tag, causing you to gain levels of exhaustion equal to the number of levels over 5th the spell is (1 level for a 6th level spell, 2 for a 7th level spell, etc).
  • You cannot cast spells this way over 5th level while you have any levels of exhaustion. You regain all levels of usage of this rite when you complete a long rest. (Kibbles Blood Magic)

Borrowed Blood

Borrowed Blood.

Prerequisite: Bloodcraft, 8th level

  • You can draw blood from creatures around you to temporarily boost your magic. When you cast a spell of 1st level or higher on your turn, you can choose a target creature that you can see within 30 feet. That creature must make a Constitution saving throw against your spell save DC. If the creature isn't missing any hit points, it has advantage on the save. On a failed save, the creature takes necrotic damage equal to 5 times the level of the spell cast and you regain your expended spell slot after you cast the spell. Once you use this feature, you cannot use it again until you finish a short or long rest.

Primal Blood

Primal Blood.

Prerequisite: Bloodcraft, 12th level

  • You gain the ability to wildshape as a 2nd level druid.  You can wildshape as a 4th level druid at 14th level, and as an 8th level druid at level 18th level.
  • You gain access to the basic druid spell list.

Blood Corruption Aura

Blood Corruption Aura.

Prerequisite: Bloodcraft, level 16.
  • You can use your action to emit a deathly aura of necrotic energy that causes the veins of nearby foes to burst and bleed. For 1 minute, any hostile creature with blood that moves within 30 feet of you for the first time on a turn or starts its turn there takes 3d6 necrotic damage. If a hostile creature with blood regains hit points while in the aura, it regains only half as many hit points as expected.
  • Once you use this feature, you can’t use it again until you finish a long rest.

Kibblestasty Spells

[DRAFT]

Kiblblestasty and other specialized blood magic spells that require hp use one hp per level of the spell both as a requirement and the only material component. (NO BLOOD NO SPECIAL SPELL.


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