Wizard
Base Class: Wizard

The Bloodbinder wizards take the blood of creatures, as well as ichor from celestials and fiends, to gain occult knowledge and strange powers. They capture and store the blood in crystal vials for study and use.

The Keen Edge

Beginning when you select this school at 2nd level, you gain proficiency in the Medicine skill, and when you would roll Wisdom (Medicine), you can roll Intelligence (Medicine) instead. When you succeed an Intelligence (Medicine) check to stabilize a dying creature, you can expend a spell slot of 1st level or higher. If you do, the target regains 1d4 hit points per level of the spell slot expended. If you expend a use from a healer’s kit at the same time, the target instead regains 1d6 hit points per level of the spell slot expended.

Blood Vial

Also at 2nd level, you create and enchant 3 crystal vials. When you deal damage to a creature within 30 feet of you that is not an undead or construct, you can immediately use a bonus action to deal an additional 1d8 necrotic damage and pull some of its blood or other vital essence into one of your vials, as long as that vial is open and contains only air or water.

You can also fill a vial from a willing creature as an action, dealing no damage but causing it to expend 1 hit die. As an action, you can also fill a vial from a creature that has died within the past five minutes or with blood that has been magically preserved.

You can fill each vial once, and you can’t fill it again until it is empty and you have finished a long rest. A filled vial remains usable until you empty it as an action, or use the blood from one of your crystal vials to gain certain benefits, depending on the creature type that the blood came from.

You create and enchant an additional crystal vial at 6th and 14th level in this class.

Blood Vial - Aberration

When you cast a spell that deals acid, force, poison, or psychic damage and the creature has resistance to that damage, you can empty this vial to make your spell ignore that creature’s resistance.

Blood Vial - Aberration

When you cast a spell that deals acid, force, poison, or psychic damage and the creature has resistance to that damage, you can empty this vial to make your spell ignore that creature’s resistance.

Blood Vial - Aberration

When you cast a spell that deals acid, force, poison, or psychic damage and the creature has resistance to that damage, you can empty this vial to make your spell ignore that creature’s resistance.

Blood Vial - Aberration

When you cast a spell that deals acid, force, poison, or psychic damage and the creature has resistance to that damage, you can empty this vial to make your spell ignore that creature’s resistance.

Blood Vial - Aberration

When you cast a spell that deals acid, force, poison, or psychic damage and the creature has resistance to that damage, you can empty this vial to make your spell ignore that creature’s resistance.

Blood Vial - Beast

You can empty this vial as a bonus action to gain advantage on Wisdom (Perception) checks for 10 minutes.

Blood Vial - Beast

You can empty this vial as a bonus action to gain advantage on Wisdom (Perception) checks for 10 minutes.

Blood Vial - Beast

You can empty this vial as a bonus action to gain advantage on Wisdom (Perception) checks for 10 minutes.

Blood Vial - Beast

You can empty this vial as a bonus action to gain advantage on Wisdom (Perception) checks for 10 minutes.

Blood Vial - Beast

You can empty this vial as a bonus action to gain advantage on Wisdom (Perception) checks for 10 minutes.

Blood Vial - Celestial

When you cast a spell that targets one willing creature, you can empty this vial to grant the creature advantage on the saving throws of one ability for 1 minute.

Blood Vial - Celestial

When you cast a spell that targets one willing creature, you can empty this vial to grant the creature advantage on the saving throws of one ability for 1 minute.

Blood Vial - Celestial

When you cast a spell that targets one willing creature, you can empty this vial to grant the creature advantage on the saving throws of one ability for 1 minute.

Blood Vial - Celestial

When you cast a spell that targets one willing creature, you can empty this vial to grant the creature advantage on the saving throws of one ability for 1 minute.

Blood Vial - Celestial

When you cast a spell that targets one willing creature, you can empty this vial to grant the creature advantage on the saving throws of one ability for 1 minute.

Blood Vial - Dragon

When you cast a spell, you can empty this vial to treat it as if cast with a spell slot one level higher.

Blood Vial - Dragon

When you cast a spell, you can empty this vial to treat it as if cast with a spell slot one level higher.

Blood Vial - Dragon

When you cast a spell, you can empty this vial to treat it as if cast with a spell slot one level higher.

Blood Vial - Dragon

When you cast a spell, you can empty this vial to treat it as if cast with a spell slot one level higher.

Blood Vial - Dragon

When you cast a spell, you can empty this vial to treat it as if cast with a spell slot one level higher.

Blood Vial - Elemental

When you cast a spell that deals acid, cold, fire, lightning, or thunder damage and a creature has resistance to that damage, you can expend this vial to make your spell ignore that creature’s resistance.

Blood Vial - Elemental

When you cast a spell that deals acid, cold, fire, lightning, or thunder damage and a creature has resistance to that damage, you can expend this vial to make your spell ignore that creature’s resistance.

Blood Vial - Elemental

When you cast a spell that deals acid, cold, fire, lightning, or thunder damage and a creature has resistance to that damage, you can expend this vial to make your spell ignore that creature’s resistance.

Blood Vial - Elemental

When you cast a spell that deals acid, cold, fire, lightning, or thunder damage and a creature has resistance to that damage, you can expend this vial to make your spell ignore that creature’s resistance.

Blood Vial - Elemental

When you cast a spell that deals acid, cold, fire, lightning, or thunder damage and a creature has resistance to that damage, you can expend this vial to make your spell ignore that creature’s resistance.

Blood Vial - Fey

As an action, you can empty this vial to give yourself or a creature you touch advantage on Charisma checks for 10 minutes.

Blood Vial - Fey

As an action, you can empty this vial to give yourself or a creature you touch advantage on Charisma checks for 10 minutes.

Blood Vial - Fey

As an action, you can empty this vial to give yourself or a creature you touch advantage on Charisma checks for 10 minutes.

Blood Vial - Fey

As an action, you can empty this vial to give yourself or a creature you touch advantage on Charisma checks for 10 minutes.

Blood Vial - Fey

As an action, you can empty this vial to give yourself or a creature you touch advantage on Charisma checks for 10 minutes.

Blood Vial - Fiend

As a reaction, when you take bludgeoning, piercing, or slashing damage from a weapon that isn’t magical or silvered, you can empty this vial to halve the damage that you take.

Blood Vial - Fiend

As a reaction, when you take bludgeoning, piercing, or slashing damage from a weapon that isn’t magical or silvered, you can empty this vial to halve the damage that you take.

Blood Vial - Fiend

As a reaction, when you take bludgeoning, piercing, or slashing damage from a weapon that isn’t magical or silvered, you can empty this vial to halve the damage that you take.

Blood Vial - Fiend

As a reaction, when you take bludgeoning, piercing, or slashing damage from a weapon that isn’t magical or silvered, you can empty this vial to halve the damage that you take.

Blood Vial - Fiend

As a reaction, when you take bludgeoning, piercing, or slashing damage from a weapon that isn’t magical or silvered, you can empty this vial to halve the damage that you take.

Blood Vial - Giant

As an action, you can empty this vial to give yourself or a creature you touch advantage on Strength checks and saving throws for 10 minutes.

Blood Vial - Giant

As an action, you can empty this vial to give yourself or a creature you touch advantage on Strength checks and saving throws for 10 minutes.

Blood Vial - Giant

As an action, you can empty this vial to give yourself or a creature you touch advantage on Strength checks and saving throws for 10 minutes.

Blood Vial - Giant

As an action, you can empty this vial to give yourself or a creature you touch advantage on Strength checks and saving throws for 10 minutes.

Blood Vial - Giant

As an action, you can empty this vial to give yourself or a creature you touch advantage on Strength checks and saving throws for 10 minutes.

Blood Vial - Humanoid

When an undead creature takes damage from a spell that you cast, you can expend this vial to add 1d8 to the damage it takes, as the blood makes them momentarily more like the living, and thus susceptible to your power.

Blood Vial - Humanoid

When an undead creature takes damage from a spell that you cast, you can expend this vial to add 1d8 to the damage it takes, as the blood makes them momentarily more like the living, and thus susceptible to your power.

Blood Vial - Humanoid

When an undead creature takes damage from a spell that you cast, you can expend this vial to add 1d8 to the damage it takes, as the blood makes them momentarily more like the living, and thus susceptible to your power.

Blood Vial - Humanoid

When an undead creature takes damage from a spell that you cast, you can expend this vial to add 1d8 to the damage it takes, as the blood makes them momentarily more like the living, and thus susceptible to your power.

Blood Vial - Humanoid

When an undead creature takes damage from a spell that you cast, you can expend this vial to add 1d8 to the damage it takes, as the blood makes them momentarily more like the living, and thus susceptible to your power.

Blood Vial - Monstrosity

When you or a creature you can see within 30 feet makes an attack against a surprised creature, you can empty this vial to give them advantage on the attack. If the attack hits, they deal an additional 2d8 damage.

Blood Vial - Monstrosity

When you or a creature you can see within 30 feet makes an attack against a surprised creature, you can empty this vial to give them advantage on the attack. If the attack hits, they deal an additional 2d8 damage.

Blood Vial - Monstrosity

When you or a creature you can see within 30 feet makes an attack against a surprised creature, you can empty this vial to give them advantage on the attack. If the attack hits, they deal an additional 2d8 damage.

Blood Vial - Monstrosity

When you or a creature you can see within 30 feet makes an attack against a surprised creature, you can empty this vial to give them advantage on the attack. If the attack hits, they deal an additional 2d8 damage.

Blood Vial - Monstrosity

When you or a creature you can see within 30 feet makes an attack against a surprised creature, you can empty this vial to give them advantage on the attack. If the attack hits, they deal an additional 2d8 damage.

Blood Vial - Ooze

When a construct or object takes damage from a spell that you cast, you can expend this vial to deal an additional 1d8 acid damage.

Blood Vial - Ooze

When a construct or object takes damage from a spell that you cast, you can expend this vial to deal an additional 1d8 acid damage.

Blood Vial - Ooze

When a construct or object takes damage from a spell that you cast, you can expend this vial to deal an additional 1d8 acid damage.

Blood Vial - Ooze

When a construct or object takes damage from a spell that you cast, you can expend this vial to deal an additional 1d8 acid damage.

Blood Vial - Ooze

When a construct or object takes damage from a spell that you cast, you can expend this vial to deal an additional 1d8 acid damage.

Blood Vial - Plant

As an action, you can empty the vial to give yourself or a creature you touch 2d6 temporary hit points.

Blood Vial - Plant

As an action, you can empty the vial to give yourself or a creature you touch 2d6 temporary hit points.

Blood Vial - Plant

As an action, you can empty the vial to give yourself or a creature you touch 2d6 temporary hit points.

Blood Vial - Plant

As an action, you can empty the vial to give yourself or a creature you touch 2d6 temporary hit points.

Blood Vial - Plant

As an action, you can empty the vial to give yourself or a creature you touch 2d6 temporary hit points.

Scarlet Insight

Beginning at 6th level, when you hold a crystal vial of a creature’s blood, you can use a bonus action to learn either its condition immunities, damage immunities, damage resistances or damage vulnerabilities, including the effects of any spells or magic items.

Vessel of Life

When you reach 10th level, you gain resistance to necrotic and poison damage, and you have advantage on saving throws against the poisoned condition. When you would take necrotic or poison damage, you can empty one of your crystal vials as a reaction to reduce the damage to 0 instead.

Scarlet Master

Starting at 14th level, the blood of others is yours to command. As an action, creatures of your choice that you can see within 30 feet of you must roll a Constitution saving throw against your spellcasting save DC. On a failure, they take 7d6 necrotic damage and can’t take reactions until the beginning of your next turn, as you magically extract their blood or other vital fluids. On a success, they take half damage and suffer no further effect. Undead are immune to this effect unless you empty a crystal vial containing humanoid blood as part of this action. Constructs are immune to this effect unless you empty a vial containing ooze essence as part of this action.

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend a 4th level or higher spell slot to use it again.

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