Base Class: Wizard
Every mage can feel the dark lure of blood magic. But only the most daring, curious or desperate one are brave or foolish enough to use it. Originally learned from demons, these dark rites tap into the power of blood, converting life into magical energy and giving the mage command over the minds of others. Such power comes with a price, though; a blood mage must sacrifice their own health, or the health of allies, enemy or even a commoner to fuel these abilities. Blood Magic is without a doubt dangerous, both for the user and their victims. But the reward is worth it for nearly all of their particioner.
Seen as malefician or Dark Mage by most. Blood magic is not evil by its nature. However due to its capacity to induce enormous pain to a individual most of the Blood Mage are evil. Wanting nothing else than gaining more power, amassing immense forture and controling their own kingdom if they can. For the few that refuse to use it in evil way they must be wary that nearly everyone will be afraid of them and may be hunted down by law enforcement as soon as discovered. That's why they rarely show their blood magic or at least make sure that no one can talk about it.
Blood Magic
Blood mage can still cast spell normally using spell slot, but they can also use their own life force to regenarate their spell slot. As a Bonus Action, you can regenerate a spellslot by paying 1 + the level of the spell in health point. You can't regenerate a spellslot of more than 5 level. You can't regenerate a spellslot you don't have access yet and you can't regenerate more than one spellslot per turn.
However, using Blood magic isn't without drawback. After using this feature, your maximum HP is reduce by the amount you paid to regenerate spellslot(s). This effect will take effect even if you are immune to effect that reduce your maximum HP. You can't use this feature if it will put your maximum HP below 1.You regain those lost HP after a long rest.
Blood Curse
Also at 2nd level you can use your own blood to curse other creature(s). By cutting your own hand you can magicly throw some of your blood in a 30 feet line or a 10 feet cone in front of you. ALL creature(s) in range, except you, must succeed a DEX saving throw or take 1d6 acid damage and are subjected to your curse blood for 1 minute.
When under the effect of the Curse Blood the creature can't be healed. A remove curse or a Break enchantment effect can be used to remove the effect.
Alternatively, using your reaction, you can end one of those curse to give the creature advantage or disadvantage on their next attack roll, ability roll or saving throw.
You can use this feature a number of time equal to your proficiency bonus. You regain all use after a long rest.
You are immune to the effect of your own Blood Curse. Creatures without blood are immune to this feature.
Blood Sacrilege
At 6th level, as a action, you can end the Blood curse on one of the creature that you have infected that you can see and is up to 60 feet of you. That creature must succeed at a CON saving throw. If it fail, it is dealt 2d6 necrotic damage. You then heal yourself for the same amount. If it succeed, it is dealt half that damage and you are healed of that amount. Alle the healing received this way is given as temporary hit points.
You can use this feature a number of time equal to your proficiency bonus and regain all use after a long rest.
On 14th level you deal 3d6 necrotic damage and heal the same amount with this feature.
Hemorrhage
At 10th level, as a action, you can end a blood curse on a creature that is up to 60 feet of you. You then make its blood boil and force it out through their mouth, nose, and eyes causing excruciating pain. If the creature fail a CON saving throw versus your spell save DC it take 4d10 necrotic damage and is incapacitated by the sheer pain until the start of your next turn. On a success it take half the damage and isn't incapacitated. You can use this Feature once regaining all use after a long rest.
At level 15 you can use it twice per long rest.
Blood Slave
At 14th level, as a action you can end one of the Blood curse on one creature that is up to 60 feet of you and that you can see. If the Creature fail a CON saving throw against your spell save DC you take complete control of its Body for 1 min. The creature can repeat this saving throw at the end of each of its turn. On a success the effect end. If the creature end its turn more than 60 feet away of the Blood Mage the effect immediatly end.
When you control the creature body you are considered as concentrating on a spell to maintain de connection. You can do everything the control creature can do with his body, but you don't have access to its memory. This mean you must know that this creature is able to do what you wish him to do. For exemple, if you want him to cast the fireball, the creature must known the spell and have it prepared. It must also have the spellslot available to cast it. You don't know what are the ability, spell or personnal information of that creature, unless you did your research. The creature retain its initial initiative. On your turn, you can break the connexion as a free action.
You can force that creature to hurt itself, doing normal damage depending on the situation. You can even force him to commit suicide. However doing this force a new saving throw and he have advantage on it.
After you used this ability you can't use it again until you finished a long rest.
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