Base Class: Wizard
(explain the connections to other worldly patrons and more studies of dark magics)
Life steal
you have harnessed some dark magic from other worldly beings. beginning at 2nd level when you chose this subclass you can change the damage of any damaging spell of 1st level or higher you cast from the original damage to necrotic. in addition any spell you cast of 1st level of higher that deals necrotic damage allows you to heal you or your allies. if a spell you cast that deals necrotic damage you or an ally within your walking speed (eg. human 30ft, gnome 25ft) regains hit points equal to 1/4 of the damage dealt. at 10th level this increases to 1/2 of the damage dealt and the range increases to double your walking speed.
Blood Magic
your attachments to dark magics has allowed you to sacrifice some of your life for more magic. beginning at 2nd level you cast sacrifice hit points to cast more spells. you can only sacrifice hit points to cast spell of a level that you have access to (A 3rd level wizard can't sacrifice hit points to cast a 5th level spell).
Spell level hit point cost Wizard level
1st 4 1st
2nd 8 3rd
3rd 12 5th
4th 16 7th
5th 20 9th
6th 24 11th
7th 32 13th
8th 40 15th
9th 48 17th
Void Magic
you have learnt to capture the power of the void via blood magic that gives you access to unique abilities. beginning at 6th level you can sacrifice hit points to boost your spells. hit point cost is determined by: spell level times 3
Subtle spell.
you can cast a spell without V,S,M
Extended distance.
Triple Spell's distance (of range is touch it becomes 15ft)
Hurtful spell.
you can add your spell casting modifier to the damage of the spell.
instant spell.
the spell takes place with no action, or reaction (this can take place on another allies turn not monsters)
Physical Corruption
your knowledge and connection to the dark ways grows and you are being corrupted by it and it is affecting your physical body. beginning at 10th level When you finish a short or long rest you chose one of the following damage types to be resistant to. Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, or Thunder. you are resistant to the type of damage you chose until you finish a short or long rest which you then chose again, you can chose the same damage type. at 14th level you can chose two damage types to be resistant to.
Void Mastery
you have mastered the power of void and blood magic and have figure out how to make it less taxing on your body. your blood and void magic becomes cheaper and physical corruption upgrades.
Void magic cost: spell level times 2 instead of 3
Blood magic cost:
Spell level Hit Point Cost
1st 3
2nd 6
3rd 9
4th 12
5th 15
6th 18
7th 24
8th 30
9th 36
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