You can use the same principles from the second Utility Texture baking video. Although you'll want to bake the blemish texture output instead of the pointiness:
Plug your final blemish texture output into the material Viewer node (now it also works by plugging directly into material output surface socket).
Create a new image texture node and create a new blank image texture at the resolution you prefer (probably needs to be 2048x2048 at least to capture details)
Select the image texture node and bake the emission data in the Cycles "Baking" settings.
Save your newly baked image texture to your hard drive before you forget!