Wizard
Base Class: Wizard

Words are here, spooky blood magic

Sight Beyond

When you adopt this tradition at 2nd level, you gain proficiency in Deception, Religion and learn two languages of your choice.

Unholy Adaptation

At 2nd level, a great tragedy has destroyed that which you used to call forth your power and forced you to turn to the magic of tainted blood that now flows through your veins. You lose both your Spellbook and Arcane Focus, instead gaining the following benefits:

  • The shattering of your spellbook has caused painful magical scarring that now acts as your arcane focus and spellbook. These marks are permanently on your skin and cannot be removed, any new spells learned add to the scarification of your flesh. You can still add spells to your spellbook in the same way you would by carving them into your skin instead.
  • The time required for Ritual casting of spells is reduced to 5 minutes plus the spells casting time instead of the traditional 10 minutes.
  • When you cast a wizard spell with a spell slot, you can temporarily change the damage type to acid or necrotic, which magically alters the spells formula for this casting. If one or more creatures would be reduced to 0 Hit Points by the spell's damage you gain 1d6 + the amount of creatures in temporary Hit Points. This can be done a number of times equal to your proficiency bonus per long rest.
  • When you deal acid or necrotic damage, you may ignore resistance and treat immunity as resistance.

Power of the Blood

Starting at 6th level, when you cast a wizard spell with a spell slot, you can take necrotic damage equal to your proficiency bonus plus the spells level to cast the spell as if it were one level higher. This damage ignores resistance and treats immunity as resistance.

Symbiotic Chaos

Beginning at 10th level, you become one with the blood that flows through your veins granting you a supernatural boost to your heartiness. While you are not wearing armor, your armor class equals 10 + your Dexterity modifier + your Intelligence modifier. You may not gain the benefits from any armor or shields.

Additionally, when you have temporary Hit Points, any hostile creature that ends its turn within 10 feet of you must succeed on a Constitution saving throw equal to your Spell save DC or take necrotic damage equal to your proficiency bonus.

Avatar of Vitae

Starting at 14th level, as a bonus action, you become possessed by the avatar of your bloods curse and gain the following benefits for one minute:

  • When you hit a creature with a Spell attack roll, increase the damage of the spell by a number of dice equal to half of the spell's level (minimum of 1, rounded down).
  • When a creature fails a saving throw against your Spell save DC reduce their Hit Point maximum by half of your wizard level until the end of your next turn.
  • As a reaction, when a non-hostile creature you can see within 30 feet of you takes damage you may grant them a number of temporary Hit Points equal to their highest Hit Dice + your Intelligence modifier. They gain resistance to acid and necrotic damage until the end of their next turn.