Wizard
Base Class: Wizard

Sorceres use the Power within their blood but what happens if you use the Blood itself as fuel for Spells? Blood Magic!

Crimson Catalyst

Starting when you choose this School, you learn about the secrets of lifeblood.

  • Crimson Catalyst: Your body can hold an amount of lifeblood equal to your class level.
  • Collected lifeblood expires after 1 hour, and is used as fuel for Crimson Rites.
  • You learn 2 Crimson Rites, and learn one more at level 4, 8 and 12.
Agony of the Slain

Requires level 8.

  • Action
  • Cost: 4 lifeblood
  • Target a creature you can see within 15ft.
  • It needs to make a wisdom saving throw equal to your spellsave DC.
  • On fail, it takes 5d6 psychic damage in the form of the dying experiences of the lifeblood's original host's, and becomes frightened.
  • On success, it takes half damage.
  • While frightened, It repeats the saving throw on its turn, ending it on a success.
  • Reducing a creature to 0 hit points or lower, with this rite, makes it yield 1 more lifeblood.

Blood Agitation

  • Bonus action
  • Minimum cost: 2 lifeblood
  • Maximum cost: 5 lifeblood
  • Target a creature within 15ft.
  • It regenerates 1 hit point every turn for 1 minute.
  • For each lifeblood consumed higher than 1, increase the targets by 1.

Blood Enrichement

  • Bonus action
  • Minimum cost: 1 lifeblood
  • Maximum cost: 4 lifeblood
  • Target 1 creature within 15ft.
  • It gains resistance against poison damage, and advantage on constitution saving throws and ability checks.
  • Maximum duration of 10 minutes.
  • For each lifeblood consumed higher than 1, increase targets by 1.

Bloodiron Armor

Requires level 4.

  • Action
  • Minimum cost: 3 lifeblood
  • Maximum cost: 7 lifeblood
  • Target a creature within 15ft.
  • Infuse the properties of bloodiron upon the armor and shield of the target.
  • It gains resistance against necrotic, acid damage, and is considered magical with a +1 to armor class.
  • Magical armor and shield don't receive any extra armor class, but can create damage immunity, if it already has the resistance.
  • Maximum duration of 1 minute.
  • For each 2 lifeblood consumed more than 3, increase targets by 1.

Bloodiron Half Moon

  • Action
  • Minimum cost: 1 lifeblood
  • Maximum cost: 2 lifeblood
  • Target a creature you can see, within 60ft.
  • Conjure a half moon blade, made out of blood with a metallic sheen, and guide it towards your target.
  • It needs to make a constitution saving throw.
  • On fail, it takes 1d6 + intelligence modifier slashing damage, and bleeds for 1d6 slashing damage on its turn.
  • On success, it takes half damage and does not bleed.
  • Repeat the saving throw on its turn, to end the bleeding effect.
  • For each lifeblood consumed higher than 1, increase the non bleed damage by 2d6.

Bloodiron Spikes

Requires level 4.

  • Action
  • Minimum cost: 2
  • Maximum cost: 4
  • A row of blood spikes with an iron sheen burst out in front of you, forming a 60ft. long and 5ft. wide line.
  • Every creature within the line, needs to make a constitution saving throw.
  • On fail, they take 2d6 piercing damage, and bleed for 1d6 piercing damage on their turn.
  • On success, they take half damage and don't bleed.
  • For each lifeblood consumed higher than 2, increase the bleeding damage by 1d6.

Bloodiron Tears

Requires level 8.

  • Action
  • Minimum cost: 4 lifeblood
  • Maximum cost: 6 lifeblood
  • Target a place you can see within 100ft.
  • Within a 30 x 30ft. square, bloodiron rains down in the shape of tears, filled with the anguish of the collected.
  • Every creature within the area, needs to make a wisdom saving throw.
  • On fail, they take 1d6 slashing damage, and bleed for 2d6 psychic damage in the form of anguish, on their turn.
  • On success, they stop their bleeding.
  • Repeat the saving throw at the start of their turn, to stop the bleeding.
  • For each lifeblood consumed higher than 4, increase the psychic damage by 1d6.

Blossom of the Crimson Tree

Requires level 12.

  • 10 minute ritual.
  • Cost: 10 lifeblood and materials worth 1000 gold.
  • Coalesce the 10 lifeblood into a solid crystal, the shape of a sprout.
  • Using a ritual, you can blossom the sprout inside your body, and use it to permanently improve your bloods quality.
  • First refinement:
  • Increase the acid damage of your vibrant blood by 1d6, for a total of 2d6 and 1d6.
  • Increase the area of your blood pool to 20ft. x 20ft.
  • Second refinement:
  • Increase the fire damage of your vibrant blood by 1d6, for a total of 2d6 and 2d6.
  • You can control your blood, able to replace the Blood Pool while active.
  • Third refinement:
  • The Blood Pool is able to follow you like an aura. It has a radius of 10ft.
  • You gain resistance against acid damage.
  • Fourth refinement:
  • You gain proficiency at constitution saving throws.
  • You can hold 4 lifeblood without it expiring.
  • You can turn your body into blood at will, gaining critical hit immunity.

Conjure Blood Ooze

Requires level 4.

  • Action
  • Minimum cost: 2
  • Maximum cost: 6
  • Target an unoccupied area within 30ft.
  • A blood ooze is summoned to the position. 
  • Duration is 1 hour.
  • It has 30 hit points.
  • AC of 8.
  • Crawling speed of 25ft.
  • Blindsight 20ft.
  • A +5 athletics on grappling and cant be grappled.
  • Unarmed melee attack, target 1, hit +5, 2d6 acid damage.
  • Ranged attack, target 1, hit +4, 1d10 acid damage
  • It can use its bonus action and absorb a corpse's blood to regain 3d6+2 hit points.
  • You can give simple commands using your bonus action.
  • For each lifeblood consumed higher than 2, increase hit points by 15.

False Life

  • Bonus action
  • Minimum cost: 1 lifeblood.
  • Maximum cost: 3 lifeblood.
  • Target a creature within 30ft.
  • Target gains 2d6 + your class level temporary hit points.
  • Maximum duration is 10 minutes.
  • If the target is already under the effect of False Life, then the higher roll will be taken over.
  • For each lifeblood consumed more than 1, increase the dice by 2d6.

Hands of Blood

Requires level 4.

  • Action, with maximum concentration of 1 minute.
  • Cost: 2 lifeblood
  • Target a creature you can see within 60ft.
  • Hands of blood grasp upon it, between the hands one can see the faces of the lifeblood's past host's.
  • The target needs to make a strength saving throw to break free from it.
  • On fail, it is restrained, and you deal 1d6 necrotic damage, healing for half the damage dealt.
  • On success, you drain half the damage.
  • Repeat the saving throw on their turn.

Surge of Strength

  • Bonus action
  • Cost: 1 lifeblood
  • Target a creature within 30ft.
  • It gains advantage at strength saving throws, ability checks, and its strength score is temporarily set to 16, it has no effect on a higher score.
  • Maximum duration of 1 minute.

Siphon

Starting when you choose this School, you learn how to grasp the fleeting life force, at the moment of death.

  • Siphon: Using your bonus action, you can harvest 1 drop of lifeblood, from a fresh corpse or unconscious creature within 20ft.
  • The unconscious creature gains a level of exhaustion.
  • You can only harvest from the same creature after a day.
  • The corpse cannot be older than 1 hour.

Vibrant Blood

Beginning at 6th level, your blood is fuelled by a strong force.

  • Vibrant Blood: You can hold 1 lifeblood, that does not expire.
  • Every creature that comes into contact with your blood, needs to make a constitution saving throw equal to your spellsave DC.
  • On fail, it takes 1d6 acid damage and 1d6 fire damage.
  • On success, only half.
  • Blood Pool: Twice per short rest, using your action, you can create a pool of your own blood.
  • The area is 15ft x 15ft. and its point of origin, can be at one of the corners or center.
  • A creature entering it, or ending its turn inside, is affected by your blood.
  • The blood pool is considered difficult terrain for your enemies.
  • Bleeding enemies have disadvantage against your Vibrant Blood.
  • Maximum duration is 10 minutes.

Improved Siphon

At 10th level, you understand the nature of lifeblood, it bends more to a foreign will.

  • Improved Siphon: Range is doubled, and harvesting lifeblood from a creature, restores 1d4 hit points.
  • All creatures that die or fall unconscious inside your Blood Pool, have their lifeblood automatically harvested.
  • If a Crimson Rite fails, half of the lifeblood spend, rounded down, is refunded.
  • You can hold 2 lifeblood, that dont expire.

Mastery of Life's Essence

At 17th level, you learn how to seperate your own liefblood.

  • Greater Vibrant Blood: you have advantage against all effects that would corrupt your blood.
  • This includes curses or diseases, that would turn you into another creature, such as a werewolf or vampire.
  • Lifeblood expires after 8 hours.
  • Blood Servant: using your action, you can sacrifice 50%maximum hit points, rounded down, to create a replica of yourself.
  • The blood servant appears 5ft. within an unoccupied place.
  • Servant hit points are equal to the hit points sacrificed.
  • It shares all senses, and you can speak through it.
  • You can switch your consciousness between yourself, and the servant instantly or control it as a Bonus Action,
  • everything more complicated than a simple action takes concentration, until the task is completed.
  • You cannot have more than 1 Blood Servant at a time.
  • Should you die while the Blood Servant exists, you will revive on its spot with the same hit points as the servant, after 1 round.
  • You cannot revive, if you are on a different plane, or the soul cant reach the servant.

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