Wizard
Base Class: Wizard

Perhaps there’s some truth to the idea that the real danger of blood magic isn’t that it draws its power from sacrifice, or that it tempts the greedy and ambitious into using the suffering of others to fuel their spells. Perhaps the danger is simply that we do not understand it, and that lack of understanding invites disaster even when our intentions are pure.
― Calien d'Evaliste

Blood magic, first and foremost, is the practice of using blood—life itself—as a potent fuel for casting spells. The use of blood magic often allows a wizard to cast spells that would otherwise be beyond the abilities of any mage. It should be noted that the more violent the pain (or death) used in blood magic, the more powerful a spell becomes. 

The first person known to wield blood magic is Thalsian, a Neromenian dreamer who was later declared an honorary Archon. He claimed to learn the art after personally communicating with the one of the Old Gods. Mages of the Imperial Chantry today argue that it is more likely that the blood magic was learned from the ancient elves of Elvhenan but there is no direct evidence of either stance being true. It may even have been that Thalsian or another mage simply made a deal with a demon. Whatever its ultimate origin, blood magic was used by the magisters of the Tevinter Imperium to rule over the whole of Thedas. History recounts how the magisters used their power to shatter even the mighty elvish empire, sack its capital, Arlathan, and force its surviving people into slavery. Common wisdom holds that there is no way to use blood magic with good intentions. Blood Mages who tap their own blood often find a need for the power of others, thus fear of blood magic has stigmatized even some non-magical fields of research like anatomical studies.

Mages caught using blood magic are labeled maleficarum and hunted by the Templar Order, which was created for the purpose of controlling mages, killing demons, and hunting down maleficarum. Generally, all known maleficarum are killed on sight.


 

Blood Sacrifice

When you cast a Wizard spell using a spellslot, you can choose to expend a number of Hit Dice equal to the level of spellslot you are choosing to cast that spell, immediately after doing so you take Necrotic damage equal to the number that the Hit Dice rolled.

This Necrotic Damage you take as part of this feature ignores Resistance, Immunity, and does not require you to make a Constitution Saving Throw to maintain your Concentration. 

You can use this feature, without penalty, a number of times equal to your Intelligence Modifier (a minimum of once), you regain any expended uses when you finish a long rest.

To use this feature more than the number equal to your Intelligence Modifier after choosing the level of spellslot you wish to cast our spell at,

You must roll a Constitution Saving Throw, with a Difficulty Class of 8 + Proficiency Bonus + Intelligence Modifier. 

On a successful roll, you suffer a level of Exhaustion in addition to the Necrotic Damage equal to the number that the Hit Dice rolled.

On a failed roll, the spell fails, you suffer both a level of Exhaustion and the Necrotic Damage you would have taken on a success. 

Blood Ritual

You regain an additional 1d4 hit points for every hit die you spend after finishing a short rest.

Additionally, you can use a dagger as a spellcasting focus for your wizard spells.

Blood Detonation

If you are reduced to 0 HP from damage sustained by your feature blood sacrifice, you explode in a shower of gore that damages all nearby creatures.

A wave of bloody energy pulsates out from your body and each creature in a 15-foot cube originating from you must make a Dexterity saving throw.

On a failed save, a creature takes 1d6 necrotic damage per hit dice expended from the Blood Sacrifices Feature that reduced your HP to 0.

On a successful save, the creature takes half as much damage.

Blood Leech

When you make a melee weapon attack with a dagger against a creature, you can forgo your bonus action to drain the blood of others to bolster your next spell.

On a hit, the target suffers the attack’s normal effects + necrotic damage equal to half your wizard level (rounded down).

If the creature was not an undead or construct, you may subtract the damage dealt from the next spell empowered by your Blood Sacrifice Feature, 

The damage reduced by this Blood Leech Feature must be subtracted from your Blood Sacrifice Feature within 1 minute while the victim's blood is fresh, or its effect is lost.

You may use this feature a number of times equal to your Intelligence Modifier (a minimum of once) per long rest.

Blood Hemorrhage

When you empower a spell with your Blood Sacrifice feature,

You may take an additional Hit Dice worth of damage to further augment your spell.

Preventing all affected creatures other than undead or constructs from regaining hit points until the end of their next turn.

You may use this feature a number of times equal to your Intelligence Modifier (a minimum of once), per long rest.

Blood Fervor

When you cast an empowered spell using your Blood Sacrifice feature, rather than expending your hit dice,

you may take instead take 1d12 necrotic damage for each level of the spell immediately after you cast it. 

By doing so you can deal an additional 1d6 damage for each level with that spell and the damage done by the spell ignores resistance but not immunities.

You can use this feature an amount of times equal to your Intelligence Modifier (a minimum of once) per long rest.

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