Base Class: Wizard
Blood magic, focus on necromancy and healing powers.
Sanguimancy Savant
Beginning when you select this school at 2nd level, your hit points increase by 2 and you gain 1 additional hit point when you level up in this class, and any temporary hit points that you gain can stack with any others that you gain, regardless of their origin.
Additionally, you gain access to the following spells at the levels described. If a spell on this list is not a Wizard spell, it is nonetheless a Wizard spells for you. You can prepare 1 of the spells on this list for free when you gain this feature, and you can prepare an additional spell for free at 3rd, 5th, 7th, and 9th level. Finally, when you gain a level in this class, you can replace up to 2 of the spells you have access to on this list with different spells that are from the Wizard or Cleric spell lists and either: are from the necromancy school, deal necrotic damage, or heal creatures' hit points. If a spell can do either necrotic damage or another type and you choose it, you must use its necrotic version.
Sanguimancy Spells:
| Wizard Level | Spells |
|---|---|
|
2nd |
cure wounds, inflict wounds |
|
3rd |
aid, ray of enfeeblement |
|
5th |
animate dead, revivify |
|
7th |
aura of life, death ward |
|
9th |
danse macabre, raise dead |
Blood Mana
Beginning at 2nd level, you gain access to a special power born from your own life essence known as Blood Mana, represented with your Blood Mana die. At the end of each long rest, this die is set to a d4. At any point during your turn, or as part of using an ability that uses your Blood Mana die, you can roll 1d6 and lose a number of hit points equal to the roll (minimum 2) to upgrade your Blood Mana die by one stage, turning a d4 into a d6, a d6 into a d8, and so on. Additionally, during a short rest, instead of spending hit dice to restore your own hit points, you can roll up to 2 of them to upgrade your Blood Mana die per short rest. If you do this and roll above a 3 when using a hit die in this way, you can restore a number of hit points to yourself equal to the number rolled - 3. Your Blood Mana die cannot exceed a d10.
This Blood Mana could appear as a physical item that you channel blood magic through, like a skull pendant or a ring set with a deep red ruby, it could appear like a mark or tattoo upon your body that grows and shrinks with its use, it could look like something else, or it could not appear physically at all. If it does appear physically, you do not need to have it on your person to use it, and you can recall it to yourself with no action required. Its use could generate a bloody cloud around you or your spell, it could cause brittle bones to sprout from the ground around you and disappear, or something else or nothing at all could happen.
You can use your Blood Mana die to use the following abilities:
Transfuse. As a bonus action, you can roll your Blood Mana die and gain a number of temporary hit points equal to the number rolled. If you roll a 1 on your Blood Mana die, it is upgraded by one stage; otherwise, it is downgraded by one stage.
Exsanguinate. As part of dealing necrotic damage with a spell or magic item you are attuned to, you can roll your Blood Mana die and deal extra necrotic damage equal to the amount rolled. If this ability's triggering effect deals damage to multiple targets, the extra damage dealt is split evenly among them; if this would split the damage below 1, you instead choose different qualifying targets that each take 1 damage until there is no more extra damage. If you roll the maximum or minimum value on your Blood Mana die, it is upgraded by one stage; otherwise, it is downgraded by one stage.
If your Blood Mana die is a d4 and would get downgraded, it instead is consumed. You can generate a new Blood Mana die by using your a bonus action on your turn to roll 1d6, sacrificing that many hit points to make to regenerate your Blood Mana die at the lowest level. Nothing happens if your Blood Mana die is upgraded beyond its maximum.
Boneshaper
Starting at 6th level, your studies into living bodies have elevated your blood magic, allowing you to use your Transfusion ability as part of casting a spell that either restores hit points or grants temporary hit points to a creature, targeting your choice of one of the spell's targets instead of yourself.
Additionally, your study and experimentation with bones have developed into the following abilities:
Exoskeleton. As a reaction to being attacked, you can roll your Blood Mana die and gain an amount of AC equal to the roll until the beginning of your next turn. You can do this before or after finding out if the attack would hit, but before the attack's effects are put into place. If your Blood Mana die rolls a 1, it is upgraded; otherwise, it is downgraded.
Bone Weaponry. As part dealing piercing, slashing, or bludgeoning damage with a spell, ability, or magic item you are attuned to, you can imbue the damage dealt with bone, rolling your Blood Mana die and dealing that much extra damage of the spell's original type to the spell's targets. If this damage is dealt to more than one target, the extra damage is split evenly among them; if this would split the damage to below 1 each, you instead choose which different qualifying targets who take 1 damage until no extra damage is left. If the Blood Mana die rolls its maximum or minimum value, it is upgraded; otherwise, it is downgraded.
Master of Flesh
Your studies into the magics of blood and bone have granted you many insights, and your manipulation of blood's vitality and bone's substantiality has culminated in a newfound power over flesh. Your Blood Mana die now has a maximum of d12 instead of d10 and starts as a d6 when you end a long rest or sacrifice your hit points to regenerate it instead of a d4. You also gain the following abilities:
Substantiate. At any point during your turn, you can transform a number of temporary hit points equal to your Intelligence modifier or less that you have into real hit points for you, if you are missing any. You can do this a number of times equal to half your Proficiency modifier + 1 per long rest, and you can only do this once per turn.
Imbued Flesh. During a long rest, if you have at least one square inch of blood, bone, flesh, or some other bodily material from a creature of one of the following types that is not yourself, you can conduct a bloody ritual that consumes the materials used and grants you a boon related to materials' creature type. The boons take effect at the end of that long rest and last until you dispel or replace them as part of another ritual during a different long rest. The effects are considered magical, semi-permanent alterations to your body; spells and effects like Dispel Magic and an Antimagic Field do not dispel or negate it. You may also develop some features similar to those of the creature you used, like small horns or slightly pointed ears, patches of fur or scales, etc. The possible effects granted include:
Beast/Monstrosity. Your skin and flesh grow tough, increasing your AC by 1 while not wearing medium or heavy armor. You can also add your Intelligence modifier in place of Strength, Constitution, or Dexterity for ability checks and saving throws twice per long rest. Finally, your climbing speed increases by 10 feet; if the creature you used had a swimming speed, you can choose to increase your swimming speed increases by 10 feet instead.
Celestial. Your flesh absorbs some of the materials' divinity, granting you resistance to radiant damage and increasing any flight speed you have from spells, items, or other abilities by 10 feet. If you have no flight speed, you gain one of 10 feet. You also gain a darkvision of 30 feet, or what darkvision you already had increases by 30 feet.
Dragon: Your skin grows scaly as your body acclimates itself to the influx of draconic magic. Your AC increases by 1 while not wearing medium or heavy armor and you can apply your Exsanguinate/Bone Weaponry abilities to spells and abilities that deal the same damage as the elemental breath weapon of the dragon whose flesh you used. Additionally, choose one spell that you know of third level or lower that deals that type of damage; that spell is prepared for you and it no longer requires components.
Fiend. Your body hijacks and assimilates some of the fiends' cunning and magical resistance. You gain advantage on Deception checks and resistance to your choice of one of the following damage types: fire, cold, or poison damage. You can change your damage choice at the end of a long rest.
Fey. You imbue yourself with some of the fey's natural guile and trickery, gaining advantage on Performance ability checks. Additionally, at the end of a long rest, you can prepare either the Misty Step or Invisibility spell for free and ignore its components when casting it.
Giant. You gain some of the giants' sturdy constitution, allowing you to regenerate 1d6 + 1 of hit points on each round, provided you did not take damage on the previous round. You can restore up to half your maximum number of hit points in this way per long rest. You also gain the ability to increase your size category by 1 for 1 minute per day with no action required, up to a size of Huge. Items you wear grow to fit your new size.
Humanoid. You gain 7 temporary hit points at the end of each short or long rest. You can also choose to gain some of the features of the race of humanoids that the ritual materials' came from and/or lose some characteristics features of your own race, giving you advantage on checks made to pass yourself off as a member of that race, albeit a likely deformed or abnormal one.
Undead. Your body grows strong but foul from the magics of undeath, granting you 7 temporary hit points at the end of each short or long rest. You also gain a powerful odor that stinks like blood, rotting meat, the smell of death, or something similar (you choice). This stench is not powerful enough to harm other creatures, but it unsettles any that can smell, giving you advantage on Intimidation checks you make against creatures that can smell and are within 10 feet of you.
Sanguine Puppetry
Starting at 14th level, your bloody magic reaches a peak, giving you powers that enhance and manipulate creatures' entire bodies. While you are under the effects of the Imbued Flesh ability, you can use your Exsanguinate and Bone Weaponry abilities as ranged spell attacks that you have expertise with; both require an action and having a range of 100/200 feet.
Additionally, when a creature dies from Exsanguinate, Bone Weaponry, or a spell or attack imbued with either, your Blood Mana die is upgraded by one stage. It can only upgrade this way once per turn.
Finally, you gain the following benefits and abilities:
Enhance Body. Your restorative magic lingers more strongly on its targets. When you heal or grant temporary hit points to a creature other than yourself, if the creature is willing, you can downgrade your Blood Mana die and turn that creature into a Living Bloody Doll, allowing you to use your Sanguimancy abilities from them as if they were you. You can do this more than once per turn, as it requires no action, but you must downgrade your Blood Mana die for each use.
Preserve Mind. You can preserve the mental faculties and forge a mental connection with undead that you raise if you raise them within 18 hours of their death. You must declare your intentions to do this when you raise the target into undeath. Undead raised in this way are Undead Bloody Dolls; they maintain any language proficiencies they had in life and are entirely loyal to you, but they do not necessarily like you and are not required to answer any questions they are asked truthfully. They roll initiative on their own in battle and use their turns as they would have in life unless you use an action on your turn to mentally or verbally command one or more of them. These creatures can follow continual commands as well, such as "do not attack these people" and "attack that enemy until it is dead", and you can issue new commands as a reaction to their old ones being fulfilled. Undead Blood Dolls can also use magic items, including items you are attuned to if you give them permission, but they cannot attune to items themselves. Undead Bloody Dolls cannot cast spells above 3rd level.
Undead Bloody Dolls can also be stored with your blood magic; as a bonus action, you can store any Undead Bloody Dolls within 10 feet of you. You can also summon any number of them into an empty space within 10 feet of you as an action, provided the summoned creatures fit inside the space. If an undead Bloody Doll gets more then 120 feet away from you, its mind begins to slip, and it automatically tries to move within 120 feet of you. You cannot make a Bloody Dolls out of a creature that has been raised into undeath before or by someone other than you.
If a Bloody Doll drops to 0 hit points, it ceases being a Bloody Doll. Additionally, if you drop to 0 hit points, your Living Bloody Dolls cease being Bloody Dolls and your Undead Bloody Dolls use their turns to move closer to you, protecting you from hostile entities. If you die, your Undead Bloody Dolls become normal undead after a number of days equal to your Intelligence modifier.
You can make a number of Bloody Dolls equal to your Intelligence modifier per long rest and can have a maximum number of Bloody Dolls equal to your Intelligence modifier at any one time; any Undead Bloody Dolls that still benefits from the ability's effects at the beginning of a long rest takes up one of those slots. If you attempt to make more than the maximum number of dolls you can have, the oldest of your dolls loses the benefits of being a Bloody Doll.
This ability could not manifest physically at all, it could appear as a bloody mist that wraps around the target, an electric ring that wraps around the doll's head and jolts when you use them, a crown of brittle grey bones, jagged bloody marking across the doll's body, or something different.
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