Base Class: Wizard
Sanguimancy is dark, forbidden magic that has long been locked away in lost tomes and partially destroyed scrolls. Users of the blood magick have uncovered terrible secrets that give them the ability to manipulate the magic of blood, corrupt their foes with wicked afflictions, and perform blood rituals to terrible ends.
Blood Magic
Through careful study and persistent training, you have unlocked the latent magical potency of blood to use in place of traditional material components in your spellcasting. For spells with a material cost of no greater than 100 gold pieces, you may instead use a Blood Focus.
Creating a Blood Focus requires 1 hour of labor to carefully draw blood from another creature in such a way to unlock it's magical potency. If a spell material would be consumed upon casting the spell, the Blood Focus is consumed instead.
Haematophagy
Through your study, you have learned how to exploit magic in the blood taken from others to empower your own magical ability. By using a Blood Focus, you may cast a spell at a higher level by expending a lower level spell slot. The spell cast must be a level you can currently cast and can be no higher than 6th level. You cannot cast a spell expending a spell slot lower than the spell level. For example, you cannot cast Fireball, a 3rd level spell, expending a 1st or 2nd level spell slot. However, you could cast Fireball at 4th level and expend a 3rd level slot.
Additionally, you may consume uses of this ability to regain additional spell slots from Arcane Recovery; one use of Haematophagy is equivalent to one spell level.
You may use this ability a number of times per long rest equal to half your wizard level, rounded down. The number of uses you expend is determined by the difference of the level at which the spell was cast and the level of spell slot expended. For example, a spell cast at 2nd level expending a 1st level slot would consume one use; a spell cast at 4th level expending a 1st level slot would consume three uses.
Corrupting Onslaught
Your control over the magic within your blood allows you to push yourself to your body's limit in order to inflict debilitating corruptions onto your foes. As an action you can choose to impose a Blood Corruption onto your target. The target must make a Constitution saving throw against your spell DC. On failure, the target is afflicted with your chosen Blood Corruption. On success, the target suffers no additional effects. Maintaining a Blood Corruption requires concentration as a spell would and casting a spell with concentration cancels out the effects of a Blood Corruption.
At 6th level, you gain two Initiate Blood Corruptions of your choice. You may learn one additional Blood Corruption at 10th level, 14th level, and 18th level.
Additionally, when you gain a level in this class, you can choose one of the Blood Corruptions you know and replace it with another Blood Corruption that you have gained access to.
You may use this ability once per short rest. However, you may opt to push your body further and extract more magic than what you could normally withstand. When all of your uses are expended you can attempt a Constitution saving throw (DC 10 + your Intelligence modifier). On success, you are able to use this ability without needing to consume a use. On failure, you gain one point of exhaustion. A long rest will clear all your points of exhaustion gained from Corrupting Onslaught. You gain an additional use of this ability at level 12 and level 18.
Expert: Flaggelation
Blood seeps from the torso, forming sharp tendrils that whip the afflicted into submission. The afflicted is restrained and becomes stunned for one round when struck by a successful attack. This lasts for 1 minute or until dispelled.
Expert: Porous Discharge
Blood erupts from the afflicted's pores, desperately trying to evacuate the body. The afflicted takes 8d6 damage and has disadvantage on melee attack rolls and strength checks. Disadvantage lasts 1 minute or until dispelled.
Expert: Sickle Cell
Blood animates within and begins to attack the afflicted where they are most vulnerable, giving disadvantage on all saving throws and ability checks. Lasts 1 minute or until dispelled.
Initiate: Bloat Foot
Blood pools in the feet of the afflicted, halving their speed and causing them to take 1 point of damage for every 5 feet of movement. Lasts 1 minute or until dispelled.
Initiate: King's Clot
Blood goes thin within the afflicted's veins, making them more vulnerable to attacks. The afflicted loses its damage resistance and gains vulnerability to slashing damage. Lasts 1 minute or until dispelled.
Initiate: Pricklevein
Blood vessels become prickly with tiny needles, causing the afflicted to take 1d8 damage whenever it suffers physical damage. Lasts until the end of your next turn.
Initiate: Red Eye
Blood drips from the eyes, causing the afflicted to become blinded. Lasts 1 minute or until dispelled.
Master: Bursting Sores
Blood oozes from the afflicteds wounds, exploding for 5d8 damage and infecting creatures within a 20 foot radius with Pricklevein once per round. Lasts 1 minute or until dispelled.
Master: Doom
Blood slowly charges with arcane energy, causing the afflicted's veins to violently erupt after a period of time. At the start of it's turn, the afflicted must make a saving throw against your spell DC. A success or failure has no effect by itself. On the third success, the Blood Corruption activates early and deals half damage. On the third failure, the Blood Corruption erupts to deal 20d6 necrotic damage. The successes and failures don't need to be consecutive.
Master: Mallowbone
Blood soaks into the bone, corrupting the marrow to turn the afflicted's skeleton soft and flexible. The afflicted collapses and becomes paralyzed. Lasts 1 minute or until dispelled.
Practitioner: Hallucigen
Blood quickly flows from the brain, causing the afflicted to become frightened of every creature within its vision. Additionally, the afflicted has disadvantage on saving throws to be charmed. Lasts one minute or until dispelled.
Practitioner: Lead Meat
Blood thickens and swells, restricting the afflicted's muscle movements and reactions. The afflicted loses their Dexterity bonus to armor class and cannot take reactions. Lasts 1 minute or until dispelled.
Practitioner: Spellbound Coagulant
Blood coagulates around the afflicted's heart in reaction to magical essence, forcing a Constitution saving throw against your spell DC whenever they cast a spell. On failure, the spell is lost. On success, the spell is cast. Lasts 1 minute or until dispelled.
Coagulated Defense
Your repeated use of dark magicks has made your blood more resilient to the debilitating effects of causing Blood Corruption. Whenever you would gain a point of exhaustion from using your Blood Corruption ability, you have a 50% chance to not gain a point of exhaustion. Additionally you gain advantage on Constitution saving throws to resist magical effects.
Blood Ritual
Using your Blood Focus, you can perform a blood ritual. A blood ritual takes 1 hour to perform and consumes 1 liter of blood. You may perform a blood ritual once per day.
Ritual of the Bloodwalker
Name a target to be marked. Trace the shape of a star burst behind a man in blood onto the ground, creating a blood rune. Once complete, step into the rune and, when ready, utter the incantation of the Bloodwalker. Your target must make a constitution saving throw equal to your spell DC. On success, you suffer physical recoil and gain 1 level of exhaustion. On failure, your form, including your equipment, liquifies into blood and sinks into the blood rune beneath you. You instantly re-appear inside your target and burst forth from their body as a spray of blood. As you exit, you may choose to deal damage equal to half your hit point maximum to your target. Your form reassembles within 5 feet of your target in a matter of seconds.
Ritual of the Hound
Name a target to be marked. Trace the shape of a hound encapsulated by an arrow head in blood onto any surface, creating a blood rune. Once complete, a hound made of liquid blood steps out of the rune and runs in the direction of your marked target. You immediately sense the location of your target's position if it is within 2,500 feet. If your target is moving, you sense the direction of their movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
Ritual of the Jailer
Name a target to be marked. The target must have wronged you in some way and must be within 1,500 feet. Trace the shape of a chain in blood onto any surface, creating a blood rune. The target must make a strength saving throw equal to your spell DC. On success, you are wrapped in chains and restrained at the location of your blood rune. On failure, the target is physically dragged towards the location of your blood rune. If there is not a direct, open path to the blood rune, the target will be re-directed to avoid certain obstructions. Other obstructions that could be broken without killing the target will not hinder the pathing. For example, the target will avoid a stone wall, but not a glass window. Once the target has arrived, blood chains slither from the blood rune to restrain the target. The chains will last as long as the blood rune remains.
Ritual of the Reaper
Name a target to be marked. The target must be dead for no longer than 3 days and be the same approximate size as you, though not necessarily the same race or sex. Trace the shape of a head with eyes closed onto the chest of the target using at least a drop of your own blood. Next, trace the shape of a sickle onto your chest using at least a drop of the target's blood. Within the next 72 hours, if you would suffer fatal damage, your consciousness is instead shunted from your body into the body of the target's. If the body has started to decay, it will slowly regenerate over a period of time determined by the DM.
Ritual of the Unwelcome Guest
Name a target to be marked. Trace a triangle pointing down with a smaller triangle pointing upward in blood onto your person, creating a blood rune. To activate the blood rune, place your open palm over the rune and utter the name of your target. Your target must be within your sight. Your target must make a wisdom saving throw equal to your spell DC. On success, you lose autonomy over one of your limbs at random determined by the DM. On failure, your body goes limp and is magically preserved. You awaken inside your target's blood, gaining complete autonomy over their body. You control their movements, actions, and speech. Your target is aware that their body is not under their control. You can maintain control over your target's body for up to 24 hours.
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