Blood Magic- Sorcerous Origin for Dungeons and Dragons 5e

I love blood magic.  I dug it in Avatar… love it in Dragon Age… and dug the Blood Mage prestige class in the 3.5 days.  I even drew inspiration from the class for my Hubris game.  I decided to take some of the same concepts and ideas and port them over to a sorcerous origin for 5e.

Blood Magic


Your innate magical comes from the vital component of nearly all living creatures: blood.  No one is sure what has given this rare and terrifying power, but you use it to fuel your abilities and spells.  Did this power come from your mother or father being involved in a dark ritual?  Were you cursed while still in the womb?  Or still even a darker design meant for you?  Whatever the reason, you use this power to wield the might and awe of the arcane.

Empowered by Blood– At 1st level you are able to tap into the life essence of your blood and sacrifice a number of HD from your Hit Dice pool to gain extra power on spells that deal damage.  For every HD point spent, add an 1d4 damage to that spell (cannot sacrifice more HD than the sorcerer’s level).

Metabolic Control– At 1st level you are able to slow down your metabolism.  By spending 2 sorcery points you only need to consume half the needed food and water per day.  At level 10 you can spend  4 sorcery points and not need to consume food or water for 24 hours.

Power of Blood– At 6th level you have the ability to regain lost Sorcery points by pulling the energy out of blood.  This can be accomplished one of two ways: One- by cutting on your own flesh with a ceremonial dagger you regain 1d6 Sorcery points back, but take that same amount as damage.  Two- You can attempt to pull the blood out of another target.  The designated target must succeed a Constitution save.  If the target succeeds, you are unable to regain any Sorcery points.  If the target fails, you regain half of your Sorcery points back and the target takes 3d6 damage.  You must take a long rest before you are able to use this ability again.

Metabolic Weakening– At 14th level you are now able to affect the blood of others.  A designated target within 30’ of you must succeed a Constitution based save or suffer Disadvantage on all physical rolls until they take a long rest.  The affected target’s body becomes sluggish and they move at 50% of their normal rate.  A sorcerer can spend 4 sorcery points to cause an affected target to develop hemophilia.  Any slashing or piercing damage deals an extra 1d4 damage per round (this stacks with multiple attacks).

Blood Mage 1

Blood Walk- At 18th level you are able to jump into a living creature and use their blood to transport you anywhere on the same realm that you have visited previously, no matter the distance.  You must emerge at your desired location through another living creature.  The creatures both must be living, have red blood, and medium or larger in size.  Jumping into a target is a reaction and the sorcerer must succeed a touch attack (if the target is unwilling).  You emerge at your desired location the next round, no matter the distance.  You can choose to emerge from a target violently, bursting forth from their body.  Should you choose to do emerge violently, the target must succeed a Constitution save or suffer 10d6 damage.  If the target succeeds they suffer no damage and you must make a Constitution save or be stunned for 1d3 rounds, suffering Disadvantage on all physical type rolls.  You must take a long rest before you can attempt to blood walk again.

Author: Mike Evans

I am the dude behind DIY RPG Productions. I have a fuck all punk rock attitude, love meeting new people, doing nature shit, and gaming (tabletop and console) and having a good time. I love craft beer (maybe too much), punk, grunge, and industrial music. I write books. Good for me.

7 thoughts

  1. I see one glaring issue so far. You give Metabolic Control at 1st level and it uses Sorcery Points, which aren’t a resource until 2nd level. I would simply change this to sacrificing 1 HD to not need food/water for that day.

  2. Couple more points:
    Empower – This seems a tad weak. If you go with this, I’d make it +1d6 damage per HD (since sorcerer HD are d6s).

    Power of Blood – I would redo these as follows.
    • By cutting on your own flesh with a ceremonial dagger. Expend 1 Hit Die to regain that many Sorcery Points (instead of hit points) up to your maximum allowed. Once you use this feature you must complete a short rest before you can use it again.
    • You can attempt to pull the blood energy from another creature. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage and you regain Sorcery Points (up to your maximum pool) equal to half the damage dealt (round down). The damage dealt by this ability increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level. Once you use this feature you must complete a long rest before you are able to use this feature again.

    Metabolic Weakening – This seems too powerful as is and seems basically like a new spell attack and with no cost. I would make this much simpler and use this.
    “Starting at 14th level, you can spend 5 sorcery points to cast contagion. You must complete a long rest before you can use this feature again.”

    Blood Walk – Again I feel this is OP. Basically this is a Reactive Teleport without any of the side effects of Teleport, mixed with the damage of a 5th level spell slot lightning bolt. I understand the concept but its too much. I’d trim it down to:
    “At 18th level, you can use blood as a portal conduit allowing you to jump into any living creature of medium size or greater and use their blood energy to teleport you from the current location to any other spot within 500 feet as if you had cast dimension door, except that you cannot bring along another creature. As an action, you may touch a creature, and if unwilling, must succeed on a Constitution saving throw against your Sorcerer spell save DC or take 4d6 force damage and you successfully teleport. If the target succeeds their saving throw, you instead take 4d6 force damage and you fail to teleport. You must finish a long rest before you can use this feature again.”

    1. I really like the idea of having a Blood Mage option, and if I use it in a campaign, I’ll definitely apply some of these tweaks.

      However, for Metabolic Weakening, I think that it should become ranged, though maybe based on concentration? It should technically be through you messing with their blood/body magically, so I think that makes a little more sense.

      Additionally, I feel like Blood Mages could maybe get some more spell options, but I honestly had trouble coming up with an actual list (like the normal 2 extra spells for levels 1-5 chart you find in the 5e books).

      Overall, I like the ideas in this attempt at a Blood Mage, but I feel like it’s missing something :/ I’ll ponder on it for a while…

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