Base Class: Wizard
You have begun the dark road of Sanguimancy. The use of blood, life's essence, to empower your magic. A heretical art often looked down on by most societies. For good or ill, these magical mysteries open themselves to you.
Gorespells
At 2nd level, you are able to enhance your spells with blood. You can draw your own blood or the blood of another to create blood points that allow you to cast or enhance spells using those points.
As an action, you can draw your own blood for 5 points of slashing/piercing damage creating a blood point. You can move this cost onto other creatures up to your proficiency bonus you can see that is bleeding. These creatures must make a Consitution saving throw against your spell save DC or take 1d6 + your Intelligence modifier worth of blood loss converted into blood points.
Blood Points: Blood points are the power you glean from harvesting the life essence out of creatures. Your blood point pool equals 1 + your constitution modifier + your proficiency bonus. (Minimum of 2)
5 points of damage=1 blood point
Bloodied Cantrip: Using one blood point, you can add 5 points of extra damage to that cantrip type.
Gorespells: As a bonus action, you can empower your attack spells with blood. You now add 5 points of extra damage for each blood point you expend on that spell.
Hemocasting: You can spend 2 blood points to cast a spell 1st-2nd level. The cost goes up by 1 blood point for each spell level.
Blood Gifts
At 6th level, you're training, and study has given you new insights into how blood can be used to fuel your magics. You can choose from three gifts. Once at 6th level, 10th level, and 14th level.
Blood Puppet: You can use your action to take control of a bleeding creature. The creature must make a Consitution saving throw against your Spell Save DC. On a failure, that creature is under your command. Twisting the blood within you can force it to use its reaction to move half of its speed and perform a basic action (i.e., attack, drop item, go prone). You can use this feature as many times as equal to your constitution modifier + proficiency bonus.
Sanguine Weapon: Using 2 blood points, you can summon a weapon made from blood as a bonus action for 1 minute. The weapon takes on the form you choose, does 3d6 + your spellcasting modifier slashing, piercing, or bludgeoning damage, and can be welded by hand or magically within a range of 20ft. You can command the weapon with a bonus action on each of your turns. The damage increases by 1d6 on 10th, 14th, and 17th levels.
Blood Bomb: Spending 3 blood points, you can place a sigil on any creature you can see within range. The creature becomes vulnerable to slashing and piercing attacks until the effect ends or the creature dies. If the creature dies while the effect is active, it explodes. Dealing 4d12 damage in a 20ft radius.
Blood Bomb
Spending 3 blood points, you can place a sigil on any creature you can see within range, turning it into a potential exploding body. The creature becomes vulnerable to slashing and piercing attacks until the effect ends or the creature dies. If the creature dies while the effect is active, it explodes. Dealing 4d12 damage in a 20ft radius.
Blood Puppet
You can use your action to take control of a bleeding creature. The creature must make a Consitution saving throw against your Spell Save DC. On a failure, that creature is under your command. Twisting the blood within you can force it to use its reaction to move at half of its speed and perform a basic action (i.e., attack, drop item, go prone). You can use this feature as many times as equal to your constitution modifier + proficiency bonus.
Sanguine Weapon
Using 2 blood points, you can summon a weapon made from blood as a bonus action for 1 minute. The weapon takes on the form you choose, does 3d6 + your spellcasting modifier slashing, piercing, or bludgeoning damage, and can be welded by hand or magically within a range of 20ft. You can command the weapon with a bonus action on each of your turns. The damage increases by 1d6 on 10th, 14th, and 17th levels.
Instant Coagulation
You've learned how to control the blood within you. Thickening and hardening your blood from attacks. You gain resistance to slashing and piercing damage but vulnerability to bludgeoning damage.
Parasitical Concentration
Your understanding of creatures life essence has revealed to you a new power. The power to use a creature's blood to not only fuel but maintain the spells you cast. Any creature you choose with an open wound that can bleed you can see within 60ft of you must make a Constitution saving throw against your spell save DC. On a success, nothing happens. On a failure, the creature is stuck in a trance, its blood tethering to the spell, maintaining concentration for you. This effect lasts until an hour or until the creature is helped out of the trance. If the affected creature takes damage during it can attempt the saving throw again.
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