Wizard
Base Class: Wizard

Blood Channeling: When you choose this arcane tradition at 2nd level, you are able to use your own depleted life essence to channel your magical abilities. Whenever your current HP are below your HP max you can use your own body as an arcane focus. In addition, when casting a wizard spell that requires a costly material component, you can forego that component by taking 1d10 Necrotic damage per 50GP of the cost of the component. This damage can't be reduced in any way. If this damage reduces you to 0HP, the spell fails but the slot is not extended.

Sanguine Burst: Also at 2nd level you learn how to weave your life force into a spell you cast, boosting it's intensity at the cost of your vitality. Whenever you roll damage for a spell you've cast of 1st level or higher, you can choose to take necrotic damage equal to the spell's level to reroll a number of the damage dice up to your Intelligence modifier (min one). This damage can't be reduced in any way, and you must use the new roles.

Bond of Mutual Suffering: At 6th Level, when a creature you can see hits you with an attack, you can use your reaction to bind your vitality to the attacker and force them to share your pain. The attacker takes damage equal to the damage you took. This feature cannot be used against constructs or undead. You can use this feature once. you must finish a shot or long rest before you can use it again. At 14th level, you can use this feature twice.

Glyph of Hemorrhaging: Starting at 10th level, when you damage a creature with a spell, you can choose to curse that creature for 1 minute. While cursed in this way, whenever the creature is hit by an attack, it takes an extra 1d6 Necrotic damage. At the end of each of the creatures turns, it can make a Con saving throw against your spell save DC, ending the curse on a success. This feature cannot be used against creatures that are undead or constructs. Once you use this feature, you can't use it again until you finish a short or long rest

Thicker than Water: Upon reaching 14th level, the blood that flows through your veins is empowered with arcane vigor that mends wounds and helps preserve your live. Whenever a spell or magical effect causes you to regain HP, you regain an additional number of points equal to your proficiency bonus. In addition, while you are concentrating on a spell you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Blood Channeling

When you choose this arcane tradition at 2nd level, you are able to use your own depleted life essence to channel your magical abilities. Whenever your current HP are below your HP max you can use your own body as an arcane focus. In addition, when casting a wizard spell that requires a costly material component, you can forego that component by taking 1d10 Necrotic damage per 50GP of the cost of the component. This damage can't be reduced in any way. If this damage reduces you to 0HP, the spell fails but the slot is not extended.

Sanguine Burst

Also at 2nd level you learn how to weave your life force into a spell you cast, boosting it's intensity at the cost of your vitality. Whenever you roll damage for a spell you've cast of 1st level or higher, you can choose to take necrotic damage equal to the spell's level to reroll a number of the damage dice up to your Intelligence modifier (min one). This damage can't be reduced in any way, and you must use the new roles.

 

Bond of Mutual Suffering

At 6th Level, when a creature you can see hits you with an attack, you can use your reaction to bind your vitality to the attacker and force them to share your pain. The attacker takes damage equal to the damage you took. This feature cannot be used against constructs or undead. You can use this feature once. you must finish a shot or long rest before you can use it again. At 14th level, you can use this feature twice.

Glyph of Hemorrhaging

Starting at 10th level, when you damage a creature with a spell, you can choose to curse that creature for 1 minute. While cursed in this way, whenever the creature is hit by an attack, it takes an extra 1d6 Necrotic damage. At the end of each of the creatures turns, it can make a Con saving throw against your spell save DC, ending the curse on a success. This feature cannot be used against creatures that are undead or constructs. Once you use this feature, you can't use it again until you finish a short or long rest

Thicker than Water

Upon reaching 14th level, the blood that flows through your veins is empowered with arcane vigor that mends wounds and helps preserve your live. Whenever a spell or magical effect causes you to regain HP, you regain an additional number of points equal to your proficiency bonus. In addition, while you are concentrating on a spell you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

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