Base Class: Wizard
The civilized world shuns those who study this magic, but in the dark corners of the world, there are dark people studying dark knowledge. Blood magic is the practice of sacrificing blood and vitality for power. Not all who study blood magic are evil, but all accept the dark reality of the practice There are some mages who see using their life force to aid others as noble, but there are also those who use the sacrifice of blood to empower themselves beyond those who restrict themselves behind morality. No matter how one views them, or how a Blood Mage views themselves, blood magic is a dangerous power to possess.
Blood Ritual
2nd Level Blood Mage Feature
When casting a ritual spell, you may use the blood of a creature to speed up the time the ritual casting takes. You may sacrifice 1d4 damage worth of blood to cut the ritual casting time in half, or you may sacrifice 1d8 damage worth of blood to cast the spell at the normal speed. If the creature is unwilling you must make a successful spell attack against it to drain the blood.
Blood Leech
Second Level Blood Mage Feature
The blood of those that you damage flows to you. When you deal damage to a creature using a spell casted at first level or higher, gain temporary hit points equal to 1d4 per level of the spell casted. These temporary hit points can stack and can exceed your maximum hit points. The temporary hit points are voided after a short or long rest. The creature damaged must be within 30 feet for you to steal its blood.
Blood Sacrifice
6th Level Blood Mage Feature
You use your own blood to twist the weave of magic. At the cost of your own vitality, you may use an action to regain a spell slot equal to or less than half your Wizard level. The cost of regaining the spell is 1d6 hit points per the level of the spell slot recovered.
Blood Save
10th Level Blood Mage Feature
You can use your blood magic to become more resistant to the magic of others. When making a saving throw against a spell, you can use your reaction to roll 1d6 and add the number to the save. You also take damage equal to the roll. You can use this a number of times equal to your Constitution modifier. You regain all expended used after a long rest.
Blood Mark
14th Level Blood Mage Feature
You mark a creature for a blood transfer as an action. The creature is marked for a minute. If the marked creature takes damage, you can use your reaction to spend a spell slot to deal additional damage. The damage is equal to 1d8 per the level of the spell slot spent. You transfer their blood into yours and gain temporary hit points equal to the damage dealt. You can use this feature once per long rest. The target must be within eye sight for the blood to be able to transfer to you.
Previous Versions
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