Wizard
Base Class: Wizard

The outlaw secrets of Blood Magic are as incredible as they are terrifying, allowing a wizard to access overwhelming power—if they're willing to pay the crimson price. As a practitioner of these gruesome arts, you do not favor a traditional school of magic, and instead focus on the ability to augment spells through the perilous spilling of blood. One who dabbles in these forbidden techniques is most commonly known as a blood mage.

Quick build stat priority: CON > DEX > WIS > STR=CHA=INT

Blood Magic

At 2nd level, you have learned to boost your own abilities by the twisting and manipulating of blood. Your spellcasting ability modifier is Constitution now instead of Intellect. As well as gaining proficiency in Constitution saving throws instead of Intellect, shields, and the medicine skill. You gain two blood magic manipulations of your choice. You learn one additional option of your choice, and you can choose one of the blood magic options you know and replace it with another different one, at 5th, 9th, 13th, 16th, and 20th level.

When you cast a wizard spell that costs at least one spell slot, you can choose to take damage equal to twice that level of spell slot (or the specified amount of damage) to manipulate a spell. If you choose to amplify the curse you take triple the spell slot number as damage.

The damage you take as part of this feature ignores resistance and immunity, cannot be taken from subtracted from temporary hit points, but does not require you to make a Constitution saving throw to maintain your concentration. You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest or short rest.

Restraining Blood Magic

As a bonus action, after you cast a spell, you can attempt to bind an enemy no more than one size larger than you within 30 feet. The target must succeed on a Strength saving throw or have their speed be reduced to 0 until the end of your next turn.

Amplify. Lasts for a minute, and can affect a creature regardless of their size category. At the end of each of its turns, the cursed can make another Strength saving throw. On a success, this curse ends. You can end the curse whenever you like (no action required).

Mutual Suffering Blood Magic

As a bonus action, after you cast a spell, you can link to a creature within 30 feet for up to a minute, forcing them to share in the pain they inflict upon you. The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to the cursed creature equal to half of the damage you suffered. This curse then ends.

Amplify. This instead deals damage equal to the damage you suffered, and it ignores necrotic resistance.

Purging Blood Magic

As a bonus action, you can manipulate the vitality of one creature within 60 feet to expunge a corruption in their blood. The target creature can immediately make a saving throw against a poisoned condition afflicting it. Take damage equal to half the target’s level.

Amplify. Your target can instead immediately make a saving throw against one other condition afflicting it. This condition can be blinded, deafened, and paralyzed. Take damage equal to the target’s level. 

Spell Sundering Blood Magic

When an enemy casts a spell within 60 feet that requires a spell attack roll, you can use your reaction to rend the spell from the air, imposing disadvantage on the spell attack roll. Taking damage equal to the spell slot used by the enemy.

Amplify. You make a Constitution ability check. The DC equals 10 + the spell’s level. On a success, the creature’s spell misses its target automatically. Taking damage equal to double the spell slot used by the enemy.

Blinding Blood Magic

When an enemy who is not immune to blindness within 60 feet makes an attack, you can use your reaction to impose disadvantage on the attack roll. Take damage equal to half the enemy’s CR rating (minimum of 1).

Amplify. Following the triggering attack, the affected enemy has disadvantage on the next attack roll they make. Take damage equal to the enemy’s CR rating (minimum of 1).

Fallen Puppet Blood Magic

The moment a creature falls unconscious or dies within 30 feet of you, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range. After the attack, the creature returns to being unconscious or dead. Take damage equal to half the target’s level.

Amplify. You grant a bonus to the attack roll and damage roll of the cursed creature’s attack equal to your proficiency. Take damage equal to the target’s level.

Fending Blood Magic

When an enemy casts a spell that requires a Dexterity saving throw, you can use your reaction to deflect the spell with your Blood Magic. You gain a bonus to the initial saving throw against that spell equal to your Constitution modifier. This is invoked before the saving throw is rolled. Take damage equal to the spell’s level.

Amplify. You grant all allies within 5 feet of you this bonus to their saving throw against the triggering spell as well. Take double damage of the spell’s level.

Marking Blood Magic

As a bonus action, you can mark an enemy within 60 feet. Until the end of your turn, one target of your spell gains one level of vulnerability to a damage type of your choice. This has no effect if the target is immune to the damage type.

Amplify. This effect lasts until the beginning of your next turn.

Cursed Recovery

Starting at 2nd level, you regain maximum hit points when you spend any hit dice during a short rest.

Additionally, you can use a one-handed melee weapon as a spellcasting focus for your wizard spells.

Sanguine Kiss

Starting at 6th level, as a bonus action, you can make a melee weapon attack with a one-handed weapon against a creature. On a hit, the target suffers the normal effects and damage. If the creature was not an undead or construct, you can draw their life-force and regain hit points equal to the damage you took from your Blood Magic on the previous turn, including any amplify damage. You regain the use of this ability after you finish a long or short rest.

Blood Sacrifice

Beginning at 10th level, if you are at or below a quarter of your maximum hit points and you can choose to have the spell deal max dice damage once per long rest. Additionally, you become unable to regain hit points until the end of your next turn and take damage equal to four times the spell slot used.

Upon using this you gain a point of exhaustion you must make a Wisdom saving throw or lose a point of sanity.

Crimson Exchange

At 14th level, if you are below your maximum hit points and the target is within 60 feet of you, you can twist and manipulate vitality of another creature. You force a creature to make a Constitution saving throw, on a fail you can choose how many hit points to exchange it with, up to your current hit points. On a success, the creature is not effected and you lose no hit points, but you still receive all of the negative aftereffects. However, in this exchange there is some blood loss and the target only heals or takes damage equal to half of your hit points you give up. If you reduce a creature to 0 hit points with this ability the target then heals an amount equal to the negative damage. The inverse is true when healing an ally. If an ally goes over their maximum hit points, the remaining points of healing is instead damage to that target. If you are reduced to 0 hit points using this ability, then you immediately lose a death saving throw.

This has no effect on undead or constructs. Additionally, you become unable to regain hit points until the end of your next turn. You regain the use of this ability when you finish a long rest.

Upon using this you gain a point of exhaustion you must make a Wisdom saving throw or lose a point of

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