Prerequisite: The ability to cast at least one spell Requires a Constitution score of 13 or higher
You have learned to tap into the power of blood sacrifice to fuel and augment your spells. You gain the following abilities:
- Blood magic. Once per turn, when you cast a spell of 5th level or lower, you may choose to spend a number of hit dice instead of a spell slot. The number of hit dice spent equals the level of the spell slot that would have been used to cast the spell. Spells cast in this way are considered to be using your own life-force as an arcane focus.
Alternatively, when you cast a spell using a spell slot, you may choose to spend up to five hit dice to cast the spell at a higher level, spending one hit die for each level above the spell's original level. You may not cast a spell at a higher level than you would normally be able to using a spell slot.
Cantrips are considered to be spells of 1st level for all purposes of the feat.
When you expend at least one hit die to cast a spell or cantrip in this way, you add your Constitution modifier to your spellcasting ability modifier when determining the spell's attack bonus and spell save DC.
Roll all hit dice spent in this way. Your hit points maximum is decreased by the amount rolled. You cannot use spent hit dice to recover hit points during a short rest, and you recover all spent hit dice when you finish a long rest.
- Blood Sacrifice. When you cast a spell as a ritual, you may use blood that is no more than 10 minutes old as a consumable material component, replacing any or all material components that do not exceed a value of 50gp, with the exception of materials specifically requires by the spell's description.
Optional Rule. It is possible that the blood of rare creatures, such as dragons, fiends, or powerful fey, may have an innate aptitude for certain ritual spells. Or, they may have variant properties, adding strange, chaotic and potentially unpredictable effects to your magic. DMs and players who are feeling creative may work together to find new ways to feature the dark power of sacrifice within ritual magic.
- Augmented Blood-casting. When you take this feat, you choose two options from an extended metamagic list. You may exchange one of your choices for a new one when you finish a long rest. You may only apply one augmentation to a spell you cast on your turn. If an additional feat or class option gives you access to sorcery points or another means by which to augment your spells, you may not do so in conjunction with the feat.
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Posted Feb 21, 2022Augmented Blood-Casting options are accessible through the character builder, and include the following:
Distant Blood-Casting. When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell.
When you cast a spell that has a range of touch, you can cast it at a range of 30 feet.
Extended Blood-Casting. When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours.
Heightened Blood-Casting. When you use at least three hit dice to cast a spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw made against the spell.
Insidious Blood-Casting. When you target a creature with a spell that inflicts damage, you may cause the spell to ignore the target creature’s resistance to a single damage type dealt by the spell. If the target creature is immune to the chosen damage type, it suffers half damage instead. If the spell target’s multiple creatures, you may affect one target for each hit die spent when casting the spell.
Vicious Blood-Casting. When you use at least one hit-dice to cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you may inflict additional damage equal to your constitution modifier times the number of hit dice spent to cast the spell.
Expanded Blood-Casting. When you spend at least three hit dice to cast a spell that targets an area of effect, you may expand the spell’s area of influence in one of the following ways:
If the spell forms a radius, sphere, square or cube, the area is expanded by 5 feet in all relative directions.
If the area forms a cone, it is expanded by 10 feet outward.
If it forms a line, it is extended by 5 feet for each hit die spent in the casting of the spell.
If it forms a cylinder, you may choose to either expand the radius of the cylinder by 5 feet, or its height or length by 10 feet.
This feat remains in Playtest. As such, any and all feedback is highly welcomed.
I would already like to thank those who have helped me to shape this work over the years. The current version would not exist without you.