Wizard
Base Class: Wizard

Blood Magic

Many people confuse blood magic with necromancy, but the truth is that the two practices are opposites. Necromancers harness the power of death, whereas blood mages harness the power of life. A blood mage is similar to a cleric focused on healing, but employs their practices in reverse—whereas the cleric uses their magic to restore life, a blood mage does the unthinkable, and instead consumes life to empower their magic.

Thicker Than Water

Starting at 2nd level, you have become accustomed to recovering from damage.
When you use hit die to recover hit points during a short rest, you recover additional 1d4 hit points for every hit die you spend.

Additionally your hit point maximum increases by 2, and it increases by 1 every time you gain a level in this class.

You can use a dagger as a spellcasting focus for your wizard spells.

Crimson Exchange

At 2nd level, you have learned to boost your spells with the power of blood.
When you use a spell slot to cast a wizard spell, you can take necrotic damage equal to twice the level of the spell slot you are using to cast a spell, to empower it. When you do so, choose one of the following:
• Spell slot expended to cast a spell counts as a spell slot of one level higher (to a maximum of 9th level).
• Spell ignores damage resistances of the affected targets.
• One affected target of your choice make a saving throw with disadvantage.
• You can regain one expended spell slot, depending on spell slot used to cast a spell. If the spell slot used is of level 4th or 5th, you can regain 1st level spell slot; if it's of 6th or 7th, you can regain 2nd or lower level spell slot; if it's of 8th or 9th level, you can regain 3rd or lower level spell slot.

The damage you take using this feature ignores resistance and immunity to necrotic damage, and does not force you to make Constitution saving throw to maintain concentration. You can use this feature number of times equal to your Proficiency bonus, and regain all uses when you finish a long rest.

Crimson Siphon

Starting at 6th level, you learn how to use blood of other creatures to empower your spells.
As a bonus action you can force a creature within 30ft of you to make a Constitution saving throw against your spell save DC. Creature takes 1d10 + your wizard level necrotic damage, or half as much on a successful save.
Next time you use Crimson Exchange, you can reduce damage taken from it, by the amount of damage taken by the target of Crimson Siphon.

This feature has no effect on Construct and Undead creatures.

You can't use this feature again until you finish a short or long rest.

Scarlet Transfusion

At the 10th level, you add life transference and vampiric touch to your spell book, if it is not there already. You can cast each of those spells once without expending a spell slot.
Once you cast it this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Blood Tides

Starting at level 14th, you learned how to unleash spells with overwhelming power through the reckless sacrifice of your own health.
When you use Crimson Exchange feature, you can choose to take additional damage equal to the level of spell slot used, and become unable to regain hit points until the start of your next turn. If you do so, you can choose two Crimson Exchange options instead of one.

Comments

Posts Quoted:
Reply
Clear All Quotes