Bloodmage

Bloodmages are arcane spellcasters that use their own life force, rather than their memories, to cast spells.

Hit Dice 1d8
Armor Leather, no shields
Weapons One-handed weapons
Languages Alignment, Common

Core Features

Bloodmage Features
Level HD Atk Save
1 1d8 0 13
2 2d8 0 13
3 3d8 0 13
4 4d8 0 13
5 5d8 +2 13
6 6d8 +2 11
7 7d8 +2 11
8 9d8 +2 11
9 9d8 +5 11
10 9d8+1 +5 11
11 9d8+2 +5 8
12 9d8+3 +5 8
13 9d8+4 +7 8
14 9d8+5 +7 8

Saving Throw Mods

  • +2 to Save vs Spells (-2 overall)

Arcane Magic

  • Can cast any known spell by shedding blood at a rate of 1 HP / spell level.
  • Carries a spell book (or equivalent) with known spells in it.
  • Starts with at least one spell in book.
  • Can cast any spell in book.
  • Can cast a number of spells per day equal to bloodmage level.
  • Can conduct magical research.
  • Gains a new spell every level, in addition to any found and added to spell book.
  • Known arcane spells

Casting Spells

To cast a spell, make a skilled INT check reduced by the level of the spell being attempted.

  • On a fumble, a blunder may occur, and the next attempt to cast a spell (before a long rest) gets -2.
  • On a failure, the spell fizzles, and nothing else happens (it doesn’t count towards spells per day limit).
  • On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
  • On a complete success, the spell is cast as desired.
  • On a critical success, the spell is cast in a notable manner as determined by GM (ex: double duration, range, or targets), and the next attempt to cast a spell (before a long rest) gets +2.

Class Skills

  • Arcane Lore: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
  • Prestidigitation: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
  • Ritual Casting: Some rituals require a skilled check.
  • Advanced Skills: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).

Healing

Can make animal sacrifices to heal self.

  • Intelligent or magical creatures work best.
  • Creature must be slain with dagger or other bladed weapon.
  • Restores HP equal to creatures HD.
  • Creatures that are innocent, powerful, or dear to the caster work better.
  • GM may roll 1d6 for each fallen enemy, each 1 is still alive and may be sacrificed

Stronghold

  • After 9th level, may construct a stronghold (usually, a tower).
  • 1d6 apprentices of levels 1–3 will then arrive to study under them.

Adapted from Alternate Magic by Eric Diaz