Base Class: Wizard
The Blood Mage has come to DnD!
Blood Magic
When you cast a spell, you can choose to expend hitpoints to fuel your spells instead. The amount of hitpoints spend is determined by the spell point cost of the spell. The costs are as following:
| Spell Level | Point Cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
| 6th | 9 |
| 7th | 10 |
| 8th | 11 |
| 9th | 13 |
Blood Veil
You can spend an action to conjure up a veil that protects you with your blood. While this veil is active, your armor class increases by an amount equal to your constitution modifier (minimum 1), and ranged weapon attacks made against you have disadvantage.
This veil lasts for 1 minute and you can’t use it again until you finish a long rest, unless you spend your proficiency bonus + you constitution modifier (minimum 1) hit points to use it again. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Blood Veil at any time you choose (no action required).
Order of Blood Magic Spells
You learn additional spells when you reach certain levels in this class, as shown on the Blood Magic Spells table. Each of these spells counts as a wizard spell for you, but it doesn’t count against the number of wizard spells you know.
Blood Magic Spells
|
Wizard LEVEL |
SPELLS |
|---|---|
| 2nd | hex, inflict wounds |
| 3rd | suggestion, wither and bloom |
| 5th | life transference, vampiric touch |
| 7th | dimension door, shadow of moil |
| 9th | destructive wave, enervation |
Blood Augment
Whenever you cast a spell, you can expend extra hit points to empower that spell. You can expend (spell level) + your constitution modifier (minimum 1) in hit points to cause one of the following effects:
Heightened Spell: The saving throw DC of the spell increases by 1 + your constitution modifier (minimum 1).
Empowered Spell: When you roll for damage or healing for a spell, you can reroll your dice and take the higher total.
Distant Spell: The range of the spell is doubled. Any spells with a range of 5 feet or more will have a range of at least 30 feet. You can also use this on a spell with the range of touch to increase the range to 30 feet.
Raised Spell: If the spell has the option to be casted at a higher level, you can treat the spell as if it were casted at a level higher than the spell slot used (provided that you already have the ability to cast the spell at the raised level).
Distant Spell
The range of the spell is doubled. Any spells with a range of 5 feet or more will have a range of at least 30 feet. You can also use this on a spell with the range of touch to increase the range to 30 feet.
Empowered Spell
When you roll for damage or healing for a spell, you can reroll your dice and take the higher total.
Heightened Spell
The saving throw DC of the spell increases by 1 + half your constitution modifier rounded down (minimum 1).
Raised Spell
If the spell has the option to be casted at a higher level, you can treat the spell as if it were casted at a level higher than the spell slot used (provided that you already have the ability to cast the spell at the raised level).
Blood Tracking
You gain proficiency in Survival. Also, whenever you make a Wisdom (Survival) check to track down a bleeding creature in which you have the blood of, or have seen/smelled the blood of, you have advantage.
Siphon Blood
When you attempt to cast a spell, you can select a creature within 30 feet to siphon the blood out of to fuel your spell. If the creature is unwilling, they must make a constitution saving throw against your spellcasting save DC. On failure, they take necrotic damage equal to the hit point cost of the spell as if you were trying to cast it with your Blood Magic feature. This necrotic damage cannot be resisted against.
This feature fails if attempted against a creature without blood, or a creature immune to necrotic damage. If the unwilling creature passes, you have the choice to cast it with your own blood, or fail to cast the spell, resulting in wasting the casting time.
Blood Veil Improvement
Your mastery over your blood allows your Blood Veil to protect you more effectively. While your Blood Veil is active, you gain advantage on saving throws you make against spells. You also gain 10 feet of movement speed.
Master of Blood
While your blood veil is active, when a creature within 30 feet dies or fails a death saving throw, you gain a number of temporary hit points equal to your constitution modifier (minimum 1). These temporary hit points can stack with each other to a maximum of 2 times your wizard level. These temporary hitpoints persist until you take a long rest.
As a bonus action you can expend your temporary hit points and regain a number of hit points equal to half of the temporary hit points expended plus your constitution modifier.
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