Wizard
Base Class: Wizard

Every so often in the quest for deeper understanding of magic and its capabilities, someone will stumble across the idea of using ones own life force to boost the power of their spells. The school of Blood Magic is one such way.

Sanguine Empowerment

When you reach level 2 you gain the ability to utilize your precious life force to gain destructive bonuses in combat. Whenever you roll a spell attack using a wizard spell you may roll one of your wizard hit dice. You take necrotic damage equal to the roll of that die and may add that much damage to the damage roll of the triggering spell.

Damage dealt to your character this way cannot be prevented or reduced in any way. You may ok only roll 1 wizard hit die per spell.

Life Tap

At level 6 you gain Life Tap. This ability allows you to regain Spell slots as if you had used Arcane Empowerment, without needing to take a short rest. 

You take necrotic damage equal to the chosen spell slots level plus your wizard level. This damage cannot be prevented or reduced in any way. This ability can only regain 1 spell slot per use, and can not be used again until you have taken a long rest.

Adrenaline Rush

Whenever you spend a Hit Die to make a spell attack against a creature, you gain temporary hit points equal to the total damage dealt to that creature with the affected spell.

Exsanguination

Starting at level 14 you may use all of your remaining hit dice to deal a large necrotic burst of damage to an area within 120ft. This area has a 30ft radius, all creatures inside must make a saving throw vs your spell save. On a failure they take necrotic damage equal to all wizard hit dice rolled for this effect and become poisoned. On a successful save all creatures in the area take 1/2 damage and do not become poisoned.

You take necrotic damage equal to the total rolled, but do not become poisoned. This damage cannot be prevented or reduced in any way. 

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