Wizard
Base Class: Wizard

Through the willing sacrifice of blood, whether your own or another's, you draw greater power from the Weave. Blood magic is neither inherently good nor evil; it is a dangerous art whose morality depends entirely upon whose blood is spilled and why.

Blood Sacrifice

Blood Sacrifice

2nd-level Blood Magic feature

You have learned to convert your own vitality into arcane force.

When you cast a wizard spell of 1st level or higher that deals damage, you can sacrifice a portion of your life force to empower it. You must decide to use this feature before making any attack rolls or forcing creatures to make saving throws for the spell.

When you do so, you take necrotic damage equal to twice the spell's level, and the spell deals an additional 1d6 necrotic damage per level of the spell slot used to one creature damaged by the spell.

The damage you take from this feature can't be reduced or prevented in any way.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Blood-Forged Accuracy

When you cast a wizard spell that requires a spell attack roll, you can instead sacrifice additional vitality to force the magic toward its target.

Before making the attack roll, you can take necrotic damage equal to four times the spell's level. The spell attack roll is then made with advantage.

The damage you take from this feature can't be reduced or prevented.

Once you use Blood-Forged Accuracy, you can't use it again until you finish a short or long rest.

 

Blood Price

Blood Price

6th-level Blood Magic feature

You have learned to make greater sacrifices when the stakes are highest.

When you fail a saving throw against a spell you cast, or when a creature succeeds on a saving throw against one of your spells, you can sacrifice your vitality to twist the Weave.

You can take necrotic damage equal to four times the spell's level to cause one creature affected by the spell to reroll its saving throw. The creature must use the new result.

Alternatively, if the spell requires a spell attack roll and you miss, you can take necrotic damage equal to four times the spell's level to reroll the attack roll. You must use the new roll.

You can use Blood Price once per short or long rest.

Sanguine Resilience

Sanguine Resilience

10th-level Blood Magic feature

Your body has adapted to the terrible price of your magic.

You gain resistance to necrotic damage.

In addition, whenever you use Blood Sacrifice or Blood Price, you gain temporary hit points equal to your Intelligence modifier (minimum of 1).

These temporary hit points last for 1 minute.

Life Sacrifice

Life Sacrifice

14th-level Blood Magic feature

You have learned the most dangerous form of blood magic: using the life force of another willing creature to empower your spells.

Once per long rest, when you cast a wizard spell of 1st level or higher, you can choose one willing living creature within 5 feet of you to become the source of the spell's power. The creature must remain within 5 feet of you for the entire casting time.

The creature takes 4d12 necrotic damage, which can't be reduced or prevented. If this damage reduces the creature to 0 hit points, the creature falls unconscious and begins making death saving throws normally. It isn't killed by this feature unless the damage would otherwise kill it through normal rules.

The spell is empowered according to its effect:

Destructive Magic

If the spell deals damage, choose one creature damaged by the spell. That creature takes an additional 6d12 force damage.

Restorative Magic

If the spell restores hit points, one creature healed by the spell regains an additional 6d12 hit points, up to its hit point maximum. Any excess healing becomes temporary hit points.

Illusion Magic

If the spell creates an illusion, the illusion becomes partially tangible for 1 minute. It can interact with physical objects and creatures as though it were real, but it cannot deal damage or independently cast spells. Its hit points are equal to twice your wizard level.

The caster may also sacrifice their own hit points to make the illusion real, this only happens if the caster was not the original sacrifice and if the sacrificed amount exceeds what has already been spent.

Revivify

If the spell is revivify, the creature being revived returns to life with hit points equal to 6d12 + your Intelligence modifier, rather than the spell's normal amount.

Once a creature has been affected by your Life Sacrifice feature, it cannot be used as the sacrifice for this feature again until it finishes a long rest.

The creature providing the sacrifice must be willing and must understand that the feature will cause it to suffer potentially lethal harm before the spell is cast.

Comments

Posts Quoted:
Reply
Clear All Quotes