Base Class: Wizard
Sanguine magic also known among common folk as Blood Magic invoke disgust and fear and as such is shunned upon and often forbidden by authorities. But you are well educated wizard fascinated by energies of life and as such you know that Sanguine magic is Arcane art as any other, capable of both destruction and creation.
Subclass is supposed to make player think of health as a resource used to enhance spells, or use abilities, while playing on fantasy of Blood Mage.
I, myself, am not really a player of DnD, I am fascinated by the game, watched some shows and read books. I was brainstorming this subclass in my head for a few weeks 'till I finally decided to write it down. If you find this subclass interesting and in need of some tweaks (a lot of tweaks most likely), please write a comment. I am very interested in your ideas on Crimson Wizard.
Note: Damage done by Crimson Wizards abilities is necrotic, but if you want you can change it to magical piercing damage. I have no idea what possible consequences would such change have so do it at your own risk. Either way creatures without blood are immune to these spells and abilities.
Sanguine Magic
When you chose this subclass you learn a ritual neccessary for use of Sanguine magic.
Ritual requires a dagger, also your character will take damage equal to half of its maximum HP during the 10 minute ritual.
Upon completion wizard gains Sanguine Mark on his/her body (placement and size is up to the player), from which blood for spells is extracted.
You gain ability to use Bloodletting die (desc. below) to empower your spells. Each time you cast a spell you can roll 1 Bloodletting die and take damage equal to the roll. Empowered spells gain one of the following benefits:
1. Gain +2 to hit.
2. Creatures gain -2 for saving throws against the spell
3. Creatures take same amount of necrotic damage you did to empower the spell
Also dagger used in ritual becomes your spellcasting focus and you can use your Inteligence modifier, instead of Strength or Dexterity, for the attack and damage rolls with it. Ritual can be redone to make different dagger your spellcasting focus.
Bloodletting die
Bloodletting die is used to calculate damage for many Crimson Wizards abilities, damage done by Bloodletting die is considered Necrotic and creatures without blood are immune to it. Bloodletting die scales with level beggining at 2nd level with d6, 5th level d8, 8th level d10, 11th level d12. Damage you take from Bloodletting die can't be reduced in any way.
Life Extraction
When Crimson Wizard makes succesful attack with his/her dagger (Spellcasting focus) he/she can roll 1 Bloodletting die to deal extra necrotic damage and regain hit points equal to damage dealt by Bloodletting die.
Crimson Wizard can also use this feature to heal someone else, sacrificing his/her own health in the proccess.
If this ability is used in healing of others you can use more than 1 Bloodletting die (maximum half Wizards level rounded down). Blood used for this ability in such a way is extracted from Sanguine Mark. As such Wizard won't take extra damage from a weapon wound.
You can use this feature up to your proficiency modifier per long rest.
Blood Rituals
You learn how to use Sanguine Magic in Ritual Casting.
Once per short rest you can regain 1 spellslot up to 5th level by performing a 1 minute long ritual. During the ritual you take [Spellslot level * Bloodletting die] in necrotic damage.
Also when Ritual Casting you can expedite casting time to 1 minute by taking [Spells level * Bloodletting die] in necrotic damage.
Vulture
You can use corpses older no more than a day to fuel your abilities, creature must have been killed in a way that would leave blood in a body (e.g. creature killed by Desintegrate doesn't work). If you use corpse in such manner it contains 50% of its maximum health in usable blood.
Vulture can't be used for empowering of your spells.
Note: Toxic, Corrupted or otherwise "faulty" blood is usable, but if it is used for healing purposes creature absorbing it might suffer side effects (determined by DM).
Hemo Potion
Once per Long Rest you can create Hemo Potion by performing 1 minute ritual. Willing creature (you or corpses included) will take up to [half of wizards level rounded down * Bloodletting die] in necrotic damage, you can choose to use less Bloodletting dices if you wish, Hit points are than stored in Hemo Potion for 24 hours.
You can drink Hemo Potion to regain up to [amount curently stored in Hemo Potion] in Hit points, you can also drink only part of it.
Hemo Potion can also be used to heal others, if used this way Hemo Potion works like a Lesser Healing Potion and is used in its entirety. You cannot use this option if Hemo Potion contains under 10 Hit Points.
Finally Hemo Potion can fuel your abilities instead of a willing creature (you included) up to [amount curently stored in Hemo Potion]. Exceeding damage is forwarded to you.
Enhanced Sanguine Magic
At 14th level you can use 2 Bloodletting dices for Life Extraction against non willing targets, at 16th level you can use 3, at 18th level you can use 4.
You can chose to use 2 Bloodletting dices to Empower your spells now. If you do so your spell gains one of the following benefits:
1. You gain advantage on attack roll with the spell
2. Creatures gain disadvantage on saving throw agains the spell
3. Creatures take same damage you did from Bloodletting dices and half as much on your next turn.
At 18th level you can spend 4 Bloodletting dices to make creatures vulnerable against spells damage.
Bloodbound Rituals
You have mastered the Sanguine Arts and learned how to cast following powerful rituals. They might need rivers of blood, but their capabilities are undeniable.
Following rituals are taxing and you can only use one of these rituals in 1d4 long rests.
Also some of them need a lot of blood to work, Hemo Potion can store someones blood for 24 hours, you can use it to avoid killing one or more of your friends for sake of the spell.
If you don't have enough blood for following spells, spell will fail and blood will be expended. (DM can tell you if you have sufficient blood before casting of spell, if he wishes to) If ritual is interupted by any means creature donating blood will only take 1 Bloodletting die worth of damage instead of full amount.
Bloodrisen
5th level Necromancy
Casting Time: 1 Hour
Range: Touch
Components: V, S, M (300g worth of diamond which is consumed upon use, blood equal to 100% of reviving creatures Hit Points or [your characters level * 6] whichever higher, not older than a day which is consumed upon use)
Duration: Instantaneous
You can revive a creature dead no longer than a day that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with half of its hit points. Using 300g worth diamond and blood donated by single creature less than a day ago. Creature donating blood will have to take [100% of reviving creatures hit points or [your characters level * 6] whichever higher] in necrotic damage. You can use Hemo Potion for creature to take less damage simultaneously.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. However, it doesn't remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts. Restored body parts are made entirely out of blood (no skin, no bone,...).
For all intence and purposes, if spell suceeds, revived creature and creature donating blood are considered blood related.
You regain ability to use Bloodbound Rituals in 1d4 long rests.
Sanguine Thrall
5th level Necromancy
Casting Time: 6 Hour
Range: Touch
Components: V, S, M (1000g worth of powdered ruby which is consumed upon use, 100% of copied creatures blood (100% Hit Points), not older than a day which is consumed upon use)
Duration: Until Dispelled
You create a copy of a creature that is within range for the entire casting time of the spell, it also take 100% of its hit points in necrotic damage, that can't be resisted, during ritual as blood is extracted. You can use Hemo Potion for creature to take less damage simultaneously. Copy is completely made out of this creatures blood, it can take actions and otherwise be affected as a normal creature. Visually, copy looks exactly as naked version of original but its entirely in color of originals blood, it has half the creature's hit point maximum, is mute and is formed without any equipment. Otherwise, the copy uses all the statistics of the creature it copies, except that it is a magical creature.
Thrall ignores vocal component for spells.
Thrall is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. Thrall lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
Thrall can only be healed via Crimson WIzards abilities and lasts until it drops to 0 hit points, at which point it turns into puddle of blood and starts evaporating.
If you cast this spell again, any previous thrall you created with this spell is instantly destroyed.
You regain ability to use Bloodbound Rituals in 1d4 long rests.
Note: Thrall looks and is made entirely out of blood, civilians will not appreciate its presence.
Ever Healing Wounds
5th level Necromancy
Casting Time: 30 minutes
Range: Touch
Components: V, S, M (Dagger or any other sharp object)
Duration: 6 hours
You take [half you characters level rounded down * Bloodletting die] in necrotic damage and choose a willing creature that you can see within range. Until the spell ends, creature regains 1d10 worth of hit points per hit it suffered during last round and your hitpoint maximum is reduced by damage you took.
Hits consisting entirely of psychic damage does not count towards this spell.
You regain ability to use Bloodbound Rituals in 1d4 long rests.
Life Devouring Orb
5th level Necromancy
Casting Time: 30 minutes
Range: Touch
Components: V, S, M (Dagger or any other sharp object)
Duration: 24 hour
Create a 1 feet wide crimson red orb made of blood and potent magic you take [half your characters level rounded down * Bloodletting die] in necrotic damage. Orb exists for 24 hours before dissipating.
For 1 action you can use orb to create area consisting of 30 feet sphere around the orb for 1 minute. When you use the orb, you can designate any number of creatures you can see to be unaffected by it. All creatures that start their turn in area or when they enter the area for the first time on a turn (that aren't unaffected) must make Constitution saving throw. On failed save they take same amount of necrotic damage you have (to create the orb), on succesfull one necrotic damage is halved as orb siphons their blood out of them.
You regain ability to use Bloodbound Rituals in 1d4 long rests.
Previous Versions
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8/3/2021 8:42:16 AM
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0.9
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8/4/2021 8:14:47 PM
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1/30/2022 10:43:05 AM
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1.1
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