Arcanist's Blood Casting Image
Prerequisite: Sorcerer, Warlock, Wizard - Spellcasting - The ability to cast at least one spell.
 

Whether through birth, training, or devotion, magic burns in your blood. You have delved into the darker secrets of the arcane arts allowing you to manipulate and control your magic using your own life essence. You gain the following abilities:

  • Increase your Constitution score by 1, to a maximum of 20.

Arcane Blood Empowerment: When you cast any prepared spell that deals damage or heals, you can spend hit dice to increase the effect of that spell. The damage or healing done by the spell is increased by the amount rolled on the dice you spend to empower the spell. You take damage equal to the amount rolled on the dice spent to empower the spell. This damage cannot be reduced in any way.

Arcane Blood Casting: You sacrifice your own life to fuel your magic. You can expend an amount of hit dice in accordance with the table below in order to cast any prepared spell:

Spell Slot

Hit Points

1st Level

Expend and Roll 1 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

2nd Level

Expend and Roll 2 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

3rd Level

Expend and Roll 3 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

4th Level

Expend and Roll 4 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

5th Level

Expend and Roll 5 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

6th Level

Expend and Roll 6 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

7th Level

Expend and Roll 7 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

8th Level

Expend and Roll 8 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

9th Level

Expend and Roll 9 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way


Arcane Blood Substitution: 
When you cast any prepared spell that has a material component with a gold cost, you can choose to use your own life in place of the material components. You can expend an amount of hit dice in accordance with the table below:

Spell Slot

Hit Points

1st Level

Expend and Roll 2 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

2nd Level

Expend and Roll 4 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

3rd Level

Expend and Roll 6 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

4th Level

Expend and Roll 8 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

5th Level

Expend and Roll 10 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

6th Level

Expend and Roll 12 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

7th Level

Expend and Roll 14 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

8th Level

Expend and Roll 16 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

9th Level

Expend and Roll 18 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way


Arcane Blood Focus:
 When you cast any prepared spell that requires Concentration, you can spend hit dice to reinforce the resilience of the spell, removing the need for Concentration and making it last for the full duration. To do so, Expend an amount of hit dice in accordance with the table below:

Spell Slot

Hit Points

1st Level

Expend and Roll 2 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

2nd Level

Expend and Roll 4 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

3rd Level

Expend and Roll 6 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

4th Level

Expend and Roll 8 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

5th Level

Expend and Roll 10 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

6th Level

Expend and Roll 12 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

7th Level

Expend and Roll 14 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

8th Level

Expend and Roll 16 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

9th Level

Expend and Roll 18 Hit Die: Taking damage equal to your roll, this damage can not be reduced in any way

 

Previous Versions

Name Date Modified Views Adds Version Actions
5/22/2021 12:03:38 AM
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Arcanist's Blood Casting Image

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