Wizard
Base Class: Wizard

As followers of an taboo doctrine, the Order of the Sanguine Lore are often thought of as similar to necromancers. This, however, poorly describes the magic that they wield, for it is not the manic obsession of eternal life that drives these individuals. Instead, they seek to live on the brink of selfdestruction in order to gain untold power through their selfsacrifice. It is a dangerous art that few survive for long, but those that do find themselves with reserves of power unmathed by their peers.

Bloodletting

At 2 level, when you begin to learn the dark arts of blood magic, you gain the ability to use you own body as an arcane focus.

Sanguine Sacrifice

Starting at 2 level, you gain the ability to exchange life force for power. Choose an amount of hit dice to expend (Maximum of 10). You roll those dice and take the result as damage, but you regain a number of spell slot with a combined level equal to half the amount of hit dice rolled (rounded down). The damage cannot be mitigated, and should it bring you below zero, you automatically fail two death saving throws.

For example, if you expend 4 hit dice, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

You are unable to use the amount of hit dice you rolled for healing until you finish a long rest.

Unnatural Resillience

Beginning at 6 level, you gain proficiency in constitution saving throws.

Strengthened by Blood

Beginning at 10th level, you can add your constitution modifier to one damage roll of any wizard spell you cast.

Crimson Immunity

Starting at 14th level, you become immune to disease and you gain advantage on wisdom saving throws.

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