Base Class: Wizard
Through the willing sacrifice of blood, be it yours or another's, you draw greater power from the Weave. Your magic feeds upon vitality, transforming pain and sacrifice into devastating arcane force.
Blood Sacrifice
You have learned to fuel your magic with your own life force.
When you cast a Wizard spell using a spell slot and the spell deals damage, you can sacrifice a number of Hit Points equal to the spell slot's level. You must make this choice before rolling damage, and you can't use this feature if doing so would reduce you to 0 Hit Points.
When you do so, choose one creature damaged by the spell. That creature takes extra Necrotic damage equal to 1d6 per level of the spell slot expended.
Once you use this feature, you can't use it again until the start of your next turn.
The extra damage can't be increased by using a higher-level spell slot unless you also sacrifice the additional Hit Points required by this feature.
Blood-Forced Spell
Blood-Forced Spell — 1/Long Rest
When used:
HP cost = 2 × spell slot level
Effect = +5 to one spell attack roll
Bloodletting Focus
When you use Blood Sacrifice, gain Temporary HP equal to Intelligence modifier.
Crimson Reprieve
Your mastery of blood magic allows you to convert suffering into magical resilience.
When you take damage, you can use your Reaction to sacrifice Hit Points equal to your proficiency bonus. Reduce the triggering damage by twice the number of Hit Points sacrificed.
You can't reduce the damage below 1 with this feature.
You can use this reaction a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Life Sacrifice
You have learned the forbidden pinnacle of blood magic: using another creature's life force as a vessel for your spell.
When you cast a Wizard spell using a spell slot, you can touch yourself or one willing creature within your reach and invoke this feature.
The chosen creature takes Necrotic damage equal to half its current Hit Points, rounded down. This damage can't be reduced or prevented.
If the creature is you, you instead take Necrotic damage equal to your current Hit Points minus 1, leaving you with 1 Hit Point.
The spell is empowered according to its effect:
Damaging Spell
Choose one creature damaged by the spell. That creature takes extra Necrotic damage equal to the Hit Points lost by the sacrificed creature.
Healing Spell
One creature healed by the spell regains additional Hit Points equal to the Hit Points lost by the sacrificed creature, up to that creature's Hit Point maximum.
Any excess healing becomes Temporary Hit Points.
Spell With No Damage or Healing
You gain Advantage on any spell attack roll made as part of the spell, and creatures have Disadvantage on the first saving throw they make against the spell.
Limitations
Once you use Life Sacrifice, you can't use it again until you finish a Long Rest.
A creature other than you can benefit from Life Sacrifice only once per Long Rest.
A creature can't be reduced below 1 Hit Point by Life Sacrifice.
Life Sacrifice can't be used to create, summon, resurrect, or permanently increase the maximum Hit Points of a creature.
A creature that willingly participates in Life Sacrifice remembers the experience normally.
Comments