Wizard
Base Class: Wizard

Empower your spells, make puppets of your enemies, turn your enemies bodies into their own demise, that is the true power of Blood Magic. A old mage once studied how life uses magic and it turns out that alongside life force there is mana, 9 dormant points within the body hold this mana. Through training and study you can unlock these mana points to use it for spells, this is easier to do depending on various circumstances such as race and potential. Due to this close tie to life and mana some mages have taken to use their own life force to master magic in the form of their blood. With each cut of their skin and with each droplet of blood their magic gets stronger while their bodies get weaker, this is why only the hardiest of wizards can survive this school.

Visceral Awareness

Your mastery over blood helps you kick things into gear by either sensing the rise of intent through a heartbeat or by forcefully making your own beat faster. Starting at 2nd level, you can add your Intelligence modifiers to your initiative rolls.

Homeopathy

From 2st level, your arcane magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to inflict damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level.

Channel Blood

At 2nd level, you gain the ability to channel arcane energy directly from your blood, using that energy to fuel magical effects. You start with two such effects: Blood Infusion and Blood Puppet.

 

When you use your Channel Blood, you choose which effect to create. You must then finish a short or long rest to use your Channel Blood again.

 

Beginning at 6th level, you can use your Channel Blood twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Blood: Crimson Bond

Starting at 6th level, you can use your Channel Blood to focus on a sample of blood from a creature that is at least 2 ounces, and that has been shed no longer than a week ago.

 

As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain this effect as though you were concentrating on a spell for up to 1 hour.

 

During your bond, you can spend an action to attempt to connect with the bonded creature’s senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through the ears of the target for a number of rounds equal to your Intelligence modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses.

 

Once this connection ends, the Crimson Bond is lost.

Channel Blood: Crimson Bond

Starting at 6th level, you can use your Channel Blood to focus on a sample of blood from a creature that is at least 2 ounces, and that has been shed no longer than a week ago.

 

As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain this effect as though you were concentrating on a spell for up to 1 hour.

 

During your bond, you can spend an action to attempt to connect with the bonded creature’s senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through the ears of the target for a number of rounds equal to your Intelligence modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses.

 

Once this connection ends, the Crimson Bond is lost.

Sanguine Recall

At 10th level, you can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than half of your wizard level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 necrotic damage per spell slot level recovered. You can’t use this feature again until you finish a long rest.

 

For example, if you are an 8th-level wizard, you can recover up to four levels of spell slots. You can recover a single 4th-level spell slot, two 2nd-level spell slots, a 3rd-level spell slot and a 1st level spell slot, or four 1st-level spell slots. You then suffer 4d6 damage

Vascular Corruption Aura

At 14th level, as an action, you can emit a powerful aura that extends 30 feet out from you. This aura pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed.

 

For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).

 

Once you use this feature, you can’t use it again until you finish a long rest.

School Of Hemothurgy Image

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