Wizard
Base Class: Wizard

You are a practitioner of one of the darkest forms of magic used to both cast and empower spells using one's own vitality. Blood Magic or Hemomancy has more uses than what the normal uneducated folk believes. Just like how poison is medicine in the right quantities or was it the other way around. Hemomancers usually hide their presence from the world much like necromancers since they are usually driven out of town due to the fears of the residents.

Hemomancy

2nd-level Blood Magic feature

You are able to cast and empower spells using your blood and life essence. By sacrificing a number of hit dice you can use the following abilities by using your blood magic:

• You can cast a spell that you know whose level is equal to or less than your proficiency bonus by sacrificing hit dice equal to twice the spell's level. You don't need to have the spell prepared to cast it this way.
• When you cast a spell, you can sacrifice a number of hit dice equal to the spell's level to increase its level by one. You must be able to cast at least one spell of the level you are trying to empower it to.
• Instead of using hit dice to use blood magic, as a bonus action you can choose to take a number of d6s in necrotic damage. For every 2d6 of damage, you gain 1 hit die. You can not have more hit dice than your level.

You can only use Hemomancy on wizard spells you have written in your spellbook.

Dark Vitality

2nd-level Blood Magic feature

You have practiced through medical books and dark tomes the techniques needed for using blood magic. You gain proficiency with the Medicine and Deception skills. Your hit point maximum increases by 2 and increases by 1 again whenever you gain a level in this class.

If you begin a short rest and have no hit dice remaining you can gain a number of temporary hit dice equal to half your wizard level rounded down that you can use to heal yourself during your rest. Any unused temporary hit dice disappear after finishing your short rest. Once you use this feature you can't use it again until after you finish a long rest.

Blood Siphon

6th-level Blood Magic feature

When you kill a creature that has blood; a creature that is not a construct or undead (or determined by the DM), you can magically siphon and store the blood for later use. You must have empty vials, bottles, flasks, or something similar to store the blood you siphon from others. You gain hit dice depending on the size of the creature you kill as shown below.

 Tiny - 0 Hit Dice
 Small - 1 Hit Dice
 Medium - 1 Hit Dice
 Large - 2 Hit Dice
 Huge - 4 Hit Dice
 Gargantuan - 8 Hit Dice

If you were not the one to kill the creature you can do one of the following before the end of your next turn:

• You can use a bonus action while within 5 feet of the creature to siphon blood from it.
• You can use an action to siphon blood from any number of creatures within 5 feet of you equal to your Intelligence modifier (minimum of 2).

Any creature that was killed and not siphoned by the end of your next turn becomes unusable. You can use your Blood Siphon ability a number of times equal to your proficiency bonus and regain all expended uses after a long rest.

Crimson Mist

10th-level Blood Magic feature

Your spells now have a malicious after effect on them due to your continued use of dark magic. When you hit a creature with a spell or cantrip that you used one of your hit dice to modify or cast, one of the creatures you hit with your spell takes extra necrotic damage equal to your Intelligence modifier. A red mist then begins to seep out of the creature creating a 5-foot radius circle around the creature's feet that stops at the beginning of your next turn. Any creature that enters the mist or starts its turn there takes necrotic damage equal to 1d6 x half the number of hit dice you sacrificed for the spell rounded up. For every size larger the creature is than medium, the radius of the mist increases by 5 feet. Only one creature can be affected by your Crimson Mist at a time.

If you fall unconscious by being dropped to 0 hit points, Crimson Mist forms around your body dealing 1d6 necrotic damage to any creature that enters or starts its turn there. At the beginning of your next turn, the mist dissipates and you gain a number of hit points equal to your level in this class, once you use this feature you can't do so again until you finish a long rest.

Deadly Donation

14th-level Blood Magic feature

As an action, you can choose a willing creature within 5 feet of you to donate blood for your magic; for every 2 hit dice you take from the creature you gain 1 hit die. Alternatively, you can choose two willing creatures within 5 feet of each other and use one creature's hit dice to heal another, though for only half of the health rolled. You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses of it when you finish a long rest.

Previous Versions

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3/13/2022 2:12:18 AM
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