Wizard
Base Class: Wizard

This vile form of magic has long been thought to have been created by the vampiric races. Rarely is it practiced among mortals, due to the heavy tole it takes on the casters body, but the magic they receive in return can be described as intoxicating. A caster who specializes in the School Sanguineus knows both the healing and corrupting side of blood. Forming a complex blood pact with the weave itself they gain the knowledge to create complex sacrifices of their own vitality in return for greater power.

Art of Bleeding

The time you have spent learning about blood has taught you much in the ways of violence and healing.

You gain proficiency with martial weapons, and may spend one long rest turning a weapon of your choice into your spell focus. Additionally when you short rest you may add an extra 1d4 to each of your hit die.

Sanguine Empowerment

Through the power infused within your life and blood you may empower spells to a devastating effect.

As a Bonus Action, you can use your spell focus to bleed yourself. Infusing the power of your blood into the weave and adding one of the following effects to your spell.

  • Piercing Blood: Infuse your spell with the powerful vitality of your blood. On the next attack, add an extra d6 of damage per spell level cast (This damage counts toward total potential damage. If the spell spreads the damage over multiple attacks, the caster can decide whether to split the extra damage or add it to one of the attacks). The cost for such power is to subtract 1d6 times the empowered spells level of damage from your health.
  • Corrosive Blood: Cover your spell in a corrosive sanguine substances. When a target is hit by your spell they will be covered in an acidic substance that deals 1d6 acid damage at the start of each turn. The target can use an action to rid themselves of the effect. The cost for such power is to subtract 1d6 times the  number of enemies inflicted of damage from your health.
  • Corrupted Blood: Infuse your blood with unholy power and use the power of your spell to inject it into your target. The affected target can no longer benefit from a healing effect until the start of your next turn. The cost for such power is to subtract 1d8 times the number of enemies inflicted of damage from your health.
  • Pestilent Blood: Modify your blood with an agonizing disease before using your spell to inject it into your target.  That target will then be tortured until the end of its next turn giving it disadvantage on all attack rolls. The cost for such power is to subtract 1d12 times the  number of enemies inflicted of damage from your health.

Vampiric Presence

You learn how to infuse another's blood with your own, bolstering your healing capabilities further.

You learn the vampiric touch spell and may have it prepared without it counting toward your total number of spells known. You may also cast the spell once per day without it using a spell slot. After this the spell can be cast with any appropriate spell slot.

Additionally, any attack made with your melee spell focus will gain the added benefit of returning an amount of health equal to the damage dealt to a target.

Blood Altar

Starting at 10th level, you can spend 8 hours to create a small alter. This alter can be used to store up to 1/4 of the casters total hp in blood.

To fill the alter, the caster must spend an action either letting their own blood into the item, or stealing blood from allies, enemies or fresh corpses. This blood can then either be used for their sanguine empowerment or protection.

This can alter can be used in one of two ways:

  • Blood Transfusion: The stored blood within the alter can be used to power your sanguine empowerments.
  • Blood Shield: By breaking the alter as a reaction, you can expend all the stored blood within and create a shield that absorbs damage equal to the blood stored inside.

Crimson Gamble

As a bonus action, you create a blood pact against a single enemy on the battlefield. This pact will create a special bond between your blood and the blood of the creature that is being targeted. Should your next attack hit the target, or they fail their saving throw the attack/spell will automatically deal the maximum amount of damage possible. But, should the target avoid or successfully save from your attack, they will take the normal amount of damage as is rolled, and instead you will take half the total maximum spell damage. This damage cannot be saved or resisted.

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