
Blood magic is a powerful and dangerous method of magic. By spilling their own blood, blood magi empower their spells to heights that other casting methods cannot reach. The exchange leaves blood magi drained. They are always skating on the edge of victory and death as they bleed to defeat their enemies. Because of its violent nature, blood magic thrives in Nomingburg, the infamous City of Assassins. A blood mages guild exists within the city that offers instruction in the art of blood magic, but only if the prospective guild member kills for the guild.
Blood Magic
Level 3: You can draw your own blood to enhance spells. As part of casting a spell you can inflict an injury on yourself. If you do, your hit point maximum is reduced by 1d4 damage per level of the spell slot you used. This reduction lasts until you finish a Long Rest. Your Proficiency Bonus for the enhanced spell is doubled.
Additionally, you no longer require a spellbook. Instead, you can store your spells on your skin as tattoos or scars.
Blood Draught
Level 6: You can drink a potion and keep its magic stored in your body for a later time. When drinking a potion you may declare that you are using Blood Draught. If you do so, the potion is stored in your blood and has no immediate effect. You can activate the stored potion’s effect at a later time by taking a Reaction whenever you wish. You can only store one potion in your blood at a time. If you try to store an additional potion, the currently stored potion immediately takes effect.
Sanguine Spellrage
Level 10: Your magic power is amplified when injuries cause your blood to flow. The first time you become Bloodied in a combat you may enter the Sanguine Spellrage. The Sanguine Spellrage lasts for 1 minute and provides the following benefits.
Red Fountain of Arcane. When you cast a spell add your Constitution modifier to one damage roll of that spell.
Fast Coagulation. You regain 5 hit points at the start of each of your turns.
You must finish a Long Rest before you can enter the Sanguine Spellrage again.
Blood Stride
Level 14: You can move through the blood of other creatures. As a Magic Action, you step through the bloodways of an Aberration, Beast, Celestial, Dragon, Fey, Fiend, Giant, Humanoid, or Monstrosity that you can see within 250 feet. Teleport to a space adjacent to that creature as you move into its blood and then out of its body. If you wish, you can burst violently out of the target’s body. If you do so the target makes a Constitution saving throw, taking 10d10 damage on a failed save or half as much damage on a successful one. On a failed save, the target also begins bleeding profusely, taking 2d10 points of damage at the start of each of its turns. Any creature can take an action to stanch the wound with a successful DC 15 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Once you use this feature, you can’t do so again until you finish a Short or Long Rest.






