Base Class: Wizard
Members of the Covenant of the Red have lost themselves to the obsession of losing something to gain more. When the school was started, it was started by a group of failed necromancers who practiced in secret, in the sewers of their hometowns. However, they could never master the art of manipulating death itself. After years of experiments and attempts to try to come to a success, they found that the only part of a body that they could manipulate was the blood. As more necromancers of different personalities showed up in interest, they were able to adapt these skills in two ways. The first way that they were able to find, was to be able to use blood as a weapon, to manipulate it and crystalize it into razor sharp objects and shards that could tear through even the toughest flesh. As time passed, they found that they could modify the blood's chemical properties to apply curative effects. This resulted in their own manipulation of life and death. Though they usually practiced blood manipulation on rats, they began to hunger for stronger blood to further empower themselves, resulting in a technique of drawing upon their own blood. This had a great success, as they soon discovered that self-sacrifice tripled the power of their magic.
Blood Magic
By level 2 you unlock the ability to use Blood Magic. Blood Magic is the primary focus of the practitioners of the School of the Red Rivers. Upon choosing to use Blood Magic, you become only able to use Wizard spells following the same rules that wizards use, your blood magic, and a sacrificial dagger that doubles as a focus. Self-damaging abilities will always do flat damage with no way to reduce the amount of damage taken and will bypass resistances if you have them. Your healing will scale off of WIS and your damage will scale off of INT appropriately. Upon becoming a blood mage, you become familiar with any creature that bleeds and can identify it by passing a WIS+PB DC of 15.
Blood Drain
By 1st level, you gain the ability to drain the very life force of your enemy and make it either your own or an ally's. As an action (bonus action at 11th level) target creature makes a CON saving throw vs. your spell save DC. Upon a successful save, the enemy takes 1d6+INT of necrotic damage. Upon a failed save, you choose to either have the target take 2d6+INT of necrotic damage or 1d6+INT of necrotic damage and you can select another target to heal for 1d6+WIS. Base dice go to 2d6 at 5th level, 3d6 at 11th level, 3d8 at 17th level.
Sacrificial Restoration
By 6th level you unlock the ability to drain your own life essence to aid your allies. When you cast Sacrificial Restoration, you take damage equal any number 1d6 then roll a CON DC17 and heal an ally for the amount of damage you took plus your wisdom modifier. If you succeeded the CON 17 saving throw, target ally heals for double the amount of damage you took. You may add additional dice to the rolls to increase damage taken and healing given. Your wisdom modifier does not stack on additional dice rolled.
Hemophilia
By 2nd level, you have learned the ability to thin the very blood of your opponent. Until you break concentration or use it on a different target, you may apply a hemophilia debuff to an enemy that makes them take 1d6 extra damage from slashing and piercing attacks. An unwilling target can prevent this by succeeding on a CON saving throw VS your spellcasting modifier.
Blood Shards
By level 6, you unlock the ability to extract your blood and harden it into razor sharp shards. As an action, you can roll any number of D4 to create a number of shards equal to double the amount of D4's rolled. You take damage equal to the roll total of the D4's and send the shards to attack any number of enemies within 30ft and the quantity of shards. You roll to hit each target individually and if you hit, the targets will take 1d8+INT worth of piercing damage from each shard sent to attack it. If the HIT rolled was a natural 20, you recover health equal to the amount of damage done for that HIT. At level 15, you create 3 shards per D4 rolled and they deal 1d10+INT per hit.
Bloodcraft
By level 10 you learn to use "Bloodcraft", which allows you to drain your own blood and harden it, forming it into an animated object of your choice as an action. Blood objects you create can be destroyed and have HP equal to half of your current HP (Rounded down and you take damage equal to half of your HP) and has an AC equal to yours minus your DEX modifier. When your object is destroyed, you don't regain any health, however, on your turn you can use an action on your turn to return the blood to you and heal for the remaining amount of HP the object has if any. The object takes its turn immediately after yours and has 15ft of movement and has a hit of your CON modifier + PB. And deals damage equal to its current HP. This object can't be affected by any status effect except for poison and disease (if you return the blood to yourself while these are active, you will receive the remaining effect of it). If the object ever gets further than 30 ft away from you, it will splash on the ground and disappear, leaving your blood there. You may decide the damage type between slashing, piercing, and bludgeoning as long as the created object is capable of that damage type.
Crystallized Blood Shield
By 10th level, you gain the ability to remove your blood and harden it on a creature, giving it AC equal to 1 per 25% of your max HP you sacrifice rounded down. You may choose how much HP you would like to sacrifice for this effect. This effect will last for as long as you maintain HP under the % of your max that you used, and you aren't healed to more than 75% max HP. You can recall the blood and recover the HP as long as you and the target have not taken any damage.
An example of the shield's effect - If you have 100 max HP and you use 50% to give someone 2 AC, if you heal above that 50HP(50% of your max) the effect drops down to 1AC and if you heal above 75HP (75% of your max) then the effect would become 0AC and dissipate, splattering on the ground. Healing above 50% and then dropping HP again from an attack or another ability would not put the shield back to 2AC, it would remain at 1AC. You must maintain HP below the specific percentage of your max that you used to cast the shield. If you had 60 HP left out of 100, and you use 50 (50%) to give 2 AC, you CAN heal up to 50HP and the 2AC would still be in effect.
Curative Blood Veins
By 14th level, you gain the ability to create veins, connecting your blood to the blood of any number of targets within 60ft. For each of your turns you must roll a constitution DC of 18 otherwise you take 1d6 (1d4 at level 18) per target you are linked to. Targets who have the blood link active on them will roll a CON DC 18 as well. On a success, they will heal for 2d10+WIS HP (4d10+ WIS at level 18), on a fail they will heal for 1d8+WIS HP (1d10+WIS at level 18). You may deactivate this spell on your turn by spending an action to return the veins to yourself.
Blood Transfusion
By level 14, you gain the ability to transfuse your blood with a dead creature. As long as it has been dead for less than 30 minutes, you may revive it with HP equal to the amount of health you sacrificed for this effect. However, a target would need a great deal of blood to be revived, requiring this ability to need a minimum of 75% of your max HP for a large target, 50% for a medium target, and 25% for a small target to be sacrificed. (50% at large, 25% at medium and 10% for small at level 18)
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Posted Nov 30, 2022Any balance suggestions/backstory suggestions are appreciated. A little edit to blood identification though, it was supposed to say any creature that IS bleeding, or finding any blood you can identify exactly what the blood came from on success.