Wizard
Base Class: Wizard

 A swirling light of red erupts from your body, a stinging pain envelops you but a smile spread to your lips as you feel it, a twisted laugh as the group of goblins in front of you slaughter each other at your behest. You grab the body of a barely breathing goblin and siphon the last of its life to heal your bleeding paladin companion, they are grateful but feels a chill at the sight.

Magic has harnessed the powers of life and death in countless ways, whether it be rejuvenating the broken or controlling the dead, but the innovative may realize there is a middle ground, a gray area that may be considered unnatural to some. This power can be just as essential however, drawing upon your own life energy to power spells and magic, while necromancers will see you as only a pretender, a "half-necromancer" you will always reply, "I am efficiency incarnate, I have all this useful life energy, I might as well use it." You believe in high risk and high reward, though pain is often when you walk the way of blood magic, you know it is an inevitable fact of life and you might as well feel pain on your own terms.

 Blood magic is frowned upon perhaps almost as much as necromancy, seeing as what you control still yet lives and feels pain. Some consider it demonic even in nature, and will hunt anyone who uses it openly. Because of this, few now this magic and even fewer seek it out as their magical path over the more "appropriate" arcane schools. When becoming a wizard of this arcana, ask yourself these questions. What compelled you to seek out this type of magic? How did you learn it, did a singular teacher show you, or did you find it in an ancient or lost book of magic? How do you see this magic, as a gift, a curse, a means to an end, or the greatest form of magic? What is your response to people who fear or despise you?

 

Bloody Preparation

At 2nd level, you sacrifice some of yourself for power, regaining magic through your own blood. Transforming your life energy into magical energy, into power. You can take harm to regain or add a spell slot so long as you can use that spell slot level. You take a d6 of necrotic damage per spell slot level that you want to regain.

Thick Skin

Also at 2nd level, you are used to pain and can take it better than most, leaving you with a more firm body, and scar covered body. You grant yourself an extra 1d4 of Hit Dice to any hit point roll when you level up or need to roll Hit Dice to regain hit points. If you do not roll Hit Dice and instead round your Hit Dice, you add 3 hit points whenever you regain hit points from a short rest or level up.

Blood Siphon

Starting at 6th level, you can take the life from others to heal your allies, You take one creature and siphon a number of their hit points equal to one d6 for half your wizard level (rounding down) into a target within 30 ft. An unwilling creature must roll a Constitution saving throw to resist the siphon, on a success you take necrotic damage equal of the Hit Points you attempted to steal and the target takes the other half. You must finish a long rest to use this ability again. Constructs and undead are immune until you reach level 14.

Puppet Strings

Beginning at 10th level, you can manipulate the blood in another's body to do your bidding. You target one creature and make an Intelligence roll plus your spell attack modifier and your target makes a Constitution saving throw. If you succeed by having the larger roll, you can control their movements until their next turn, where you have to repeat the process. If they break free you both take 3d6 psychic damage. You can do this once per long rest. A construct or undead are immune to this until you reach level 14.

Dark Retribution

At 14th level, you are a living conduit of blood magic. Any time you take damage, you have the option to use this ability to share half the damage with your attacker (rounding down). You must finish a long rest before doing this again. Your previous abilities also become amplified by your mastery of blood magic, as described in each feature description. In essence, your previous abilities now effect creatures that don't have natural physical constitutions or moving blood, like Constructs or Undead. 

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