Wizard
Base Class: Wizard

Wizards who study life transference to bolster their combat capabilities choose this School. They become masters of the Weave of Magic and the Flow of Life in due time.

Sanguipotence

At 2nd level, you may sacrifice 1d4 of health to gain a 1st level spell slot.

You may do this with 2nd level and higher spell slots at 2d4 per wizard level.

Bloody Bandage

At 2nd level, you may gain health equal to half of the damage of melee spell attacks, rounded up.

At 14th level, this also applies to ranged spell attacks.

Life’s Bounty

At 6th level, whenever you regain hit points, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Sanguine Bond

At 10th level, you gain proficiency in Constitution saving throws. Whenever an enemy causes you damage through a weapon or spell attack within 60 feet of you, you may use a reaction to cause the attacker to make an Intelligence saving throw. The target takes psychic damage equal to the damage dealt to you if they fail, half damage on success.

You may do this a number of times equal to your Intelligence modifier (minimum of 1.) You cannot do this while incapacitated or unconscious.

Exquisite Blood

At 14th level, you may infuse blood into your spells, empowering them. You may take 1d6 damage per level of the spells level to add the result of either the roll to hit or the spell’s damage. You may only activate this ability a number of times equal to your Intelligence modifier (minimum of 1.)

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