Wizard
Base Class: Wizard

After the tragic death of 843 students, the wizard school of Sanguimancy was strictly outlawed. It is for this reason that nearly all who still practice the dangerous art were not taught, but instead learned how to manipulate their blood through happenstance - A discarded scroll, an accidental discovery through curious experimentation, a long-forgotten tome. Blood Mages are incredibly rare, but their power is instantly recognizable. A deadly technique, hidden away in the shadows, shining for all to see in brilliant red.

Blood Pool

Beginning at 2nd level, you learn how to enhance yourself and your magic through the power of your own blood. You now have a Blood Pool as well as Crimson Die. You can use your Blood Pool for various features of this subclass, and you can have up to five times your Wizard level in Blood Pool points at any time. You lose half the points in your Blood Pool at the end of a long rest.

You may use your Blood Pool to cast spells instead of expending a spell slot by spending 10 Blood Pool points per spell slot level. Various features of this subclass will refer to your Crimson Die, which begins as a 1d4 and increases as you level up. At 5th level your Crimson Die becomes a 1d6, at 11th level it becomes a 1d8, and at 17th level it becomes a 1d10.

Once per turn when you receive damage from a source other than yourself, you gain Blood Pool points equal to a roll of your Crimson Die plus an additional amount equal to another roll of your Crimson Die for every 10 points of damage you took.

Blood-dipped Quill

Beginning when you select this school at 2nd level, you discover that you can use your own blood to transcribe spells into your spellbook in place of enchanted ink. You may spend 10 points from your Blood Pool per level of a spell to cut the time and cost to transcribe into your spellbook in half.

Ceremonial Athamé

As part of learning the dark art of Sanguimancy at 2nd level, you are able to turn any dagger into a special ritual knife called an Athamé. The process requires 1 hour to perform, and afterwards the blade is altered in shape -- becoming more hooked, twisted, and wicked. You may use this Athamé as an Arcane Focus, and you gain Proficiency with daggers if you are not already.

Whenever you hit a creature with your Athamé, you may sacrifice hit points equal to a roll of your Crimson Die in order to have it deal additional damage to the creature equal to your Intelligence modifier. When you sacrifice hit points this way, you gain that many points in your Blood Pool. Should you lose your Athamé, or it becomes destroyed, you can perform another 1 hour ritual to convert another dagger into a replacement.

Crimson Spear

At 2nd level, your studies into Sanguimancy have taught you how to launch your own blood at your foes with deadly force. As an action, you may sacrifice hit points equal to a roll of your Crimson Die. The blood from your self-inflicted injury hardens into a thin red spike that rapidly soars toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 force damage.

You are able to create more than one spear when you reach higher levels (you must sacrifice another Crimson Die's worth of hit points for every extra spear formed): two spears at 5th level, three spears at 11th level, and four spears at 17th level. You can direct the spears at the same target or at different ones. Make a separate attack roll for each spear. All hit points you sacrifice for your Crimson Spear(s) become points into your Blood Pool.

Bleeding Edge

Starting at 6th level, you become adept with using your Athamé as both a magical implement and as a deadly weapon. When you cast a spell with your Athamé as your arcane focus, you may spend Sanguine Energy in increments of 5 to grant a +1 bonus to the spell's attack roll or DC for every 5 points spent.

In addition, you recover hit points equal to half of the damage you deal with your Athamé, and you may make two attacks with it instead of one per attack action.

Crimson Fountain

Beginning at 10th level, the great power that surges through your blood has become further enriched. At the start of each of your turns, roll your Crimson Die. You gain that many points to your Blood Pool. When you deal damage with your Athamé, you gain that many points into your Blood Pool.

In addition, if you are concentrating on a spell, you may spend 25 points from your Blood Pool to automatically succeed all checks to maintain your concentration for a turn.

Blood Burst

Starting at 14th level, your mastery of Blood Magic now allows you to draw power from the blood of others, along with your own. Whenever a creature dies within 30 feet of you, roll your Crimson Die and add that many points to your Blood Pool.

In addition, whenever a creature you can see dies within 30 feet of you, you may use your reaction and spend 25 points from your Blood Pool to energize the blood in the creature's body, creating a gory explosion of red mist and dealing 8d8 force damage to all creatures in a 15 foot radius centered on the creature. If you cause a creature to explode this way, their blood disintegrates and you gain no points to your Blood Pool from their death.

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