Base Class: Wizard
Sangumancers use a forbidden form of magic that involves using blood to weave powerful spells and cast deadly enchantments, at the cost of their very life force. This type of magical practice is extremely rare and often forbidden to be taught by those who would fear the potential repercussions of dangerous dealings. However, in the darkest alleyways and deepest caves when the night is darkest, those seeking this forbidden craft are able to learn it to gain incredible abilities.
Pact of Blood
At 2nd level, you have made a dark deal with a greater being of chaotic or malicious intent. In exchange for granting you the ability to wield blood magic, you make a pact with this being as determined by you and your DM. When choosing this subclass, you gain the following abilities:
Dark Spellcasting. The pact with this greater being grants you dark knowledge of forbidden spells. You are able to learn the following spells in addition to the Wizard's spell list: Spare the Dying, Bane, Inflict Wounds, Revivify, Speak with Dead, Raise Dead, Harm, Resurrection, and True Resurrection.
Sacrificial Athame. By performing a ritual that takes one hour, you imbue a dagger of your choice to become a sacrificial dagger called an Athame. This is the dagger you must use in order to perform blood magic, using it as your arcane focus. As you are able to store part of your life force within the blade, the Athame also functions as your Wizard's Spellbook. The Athame does not count mechanically as weapon that deals magical damage, however it can only be destroyed by obtaining a full vial of blood from the owner of the dagger and then casting the blade and the blood into fire at the same time. Additionally as a bonus action you can dismiss the blade into a shadowy pocket dimension or resummon the dagger back to your hand.
Blood Magic
At 2nd level, by expending your life force you are able to charge your Sacrificial Athame with additional power. You have a pool of Blood Points that resets to zero after a long rest, and the max number of Blood Points you can have at one time is equal to twice your spellcasting modifier plus your proficiency bonus.
Sacrificial Channeling. As a bonus action, you can roll your sacrificial die and take the amount rolled as necrotic damage that cannot be reduced in any way whilst adding that number of Blood Points to your blood pool. You choose how many sacrificial die you want to roll when taking this bonus action, up to a maximum number of die equal to your proficiency bonus. At higher wizard levels, the sacrificial die size increases.
| Wizard Level | Sacrificial Die |
| 2nd Level | d4 |
| 7th Level | d6 |
| 10th Level | d8 |
| 13th Level | d10 |
| 17th Level | d12 |
Bloodcasting. You can expend Blood Points to regain expended spell slots. When regaining a spell slot in this way, you must immediately use the regained slot to cast a spell. You may only cast a wizard spell that has a casting time of 1 Action, 1 Bonus Action, or 1 Reaction, and you can only regain spell slots provided you already have access to that level of spell slot. You are unable to regain spell slots of 6th level or higher. Additionally, this feature is limited by a number of charges equal to twice proficiency bonus that reset on a short rest. Each level of spell slot regained consumes one charge (meaning at 5th level, regaining a 3rd level spell slot would expend three charges).
| Spell Slot Level | Blood Point Cost |
| 1st Level | 2 Blood Points |
| 2nd Level | 5 Blood Points |
| 3rd Level | 9 Blood Points |
| 4th Level | 14 Blood Points |
| 5th Level | 21 Blood Points |
Sanguine Augmentation
At 6th level, your Blood Pact has enabled you to begin using your Blood Pool to alter and empower your spells in various ways. You gain four of these options at 6th level, and additionally learn two more at 10th level and 14th level. You can only use one Sanguine Augmentation per round unless otherwise specified.
Anguished Exchange
Your understanding of blood magic allows your to convert between levels of magic. As a bonus action, you can expend 3 Blood Points to exchange a combined number of spell slots to an equal number of slots. For example, you can convert a 2nd level slot to two 1st level slots, or a 1st and 3rd level slot to a 4th level slot. You can reduce 6th level and higher slots to lower slots, but you cannot recreate a spell slot of 6th level or higher in this way.
Bloodletter's Amplification
Your knowledge of life essence enables you to make the spells you cast more powerful. When casting a spell, you can expend 5 Blood Points to upcast the spell to the next level, capping at 9th level.
Bloody Augment
Using Sanguine energy, you are able to empower the impact of a spell. When casting a spell that deals damage, you can reroll one damage die done by a spell by expending 2 Blood Points, up to a number equal to your spellcasting modifier. You are able to use this Sanguine Augment while using other augments on the same turn.
Concentrated Vitality
You sacrifice part of your physical essence to empower your mental ability. When making a Constitution Saving throw to maintain Concentration on a spell, you can use your reaction to expend 2 Blood Points to add +1 to your saving throw, up to a maximum bonus equal to twice your spellcasting modifier. You can choose to do this after failing the saving throw.
Dark Focus
Your knowledge of dark magic can be used to enhance your focus. When casting a spell that requires you to make a spell attack, you can gain +1 on the attack by expending 2 Blood Points, up to a maximum bonus equal to your spellcasting modifier.
Death and Taxes
By putting yourself closer to death, you are able to put yourself further from taxes at the same time. When casting a spell that requires a material component that has a defined cost associated with it, you can instead expend 1 Blood Point per 50gp of the cost. If the component is normally consumed by the spell, you are required to make this sacrifice every time you cast that spell. Otherwise, it only needs to be done the first time you cast the spell.
Dread Opposition
Prerequisite: 10th level
You have learned how to use your knowledge of dark magic to counter other users of magic. When casting Counterspell or Dispel Magic that requires an Arcana check, you can expand 2 Blood Points to add +1 to the check, up to a maximum bonus equal to your proficiency bonus. You must decide before making the check how many Blood Points you want to expend.
Enduring Sacrifice
By sacrificing part of your life essence, you can extend how long a spell lasts for. When casting a spell, you can expend 1 Blood Point per level of the spell being casting to double the duration of the spell, up to a maximum of 24 hours.
Eyes in the Shadows
Prerequisite: 14th level
You call on the very shadows themselves to become your eyes and ears. You learn Scrying if you don't already know it, and can cast it once per day without having to expend a spell slot. When casting it in this way, you can expend 10 Blood Points to ignore the material component of this spell as well as optionally expend additional Blood Points up to 10, each one of which adds -1 to the Wisdom Saving throw save modifier.
Fire and Blood
Prerequisite: 10th level
When channeling fire from the nine layers of hell, you can infuse this dark magic with part of your life essence. When casting a spell that deals fire damage, you can expend 1 Blood Point per spell level to ignore fire resistance and treat fire immunity instead as fire resistance.
Grave Recall
You can expend your life essence to recall a spell in a time of need. As a bonus action, you can expend a number of Blood Points to equal to a spells level to replace and prepare a different spell of the same level.
Hemorrhaging Strike
Using blood to deal damage to enemies now causes hemorrhaging damage. When casting Sanguine Strike and empowering it, you can additionally choose to expend 1 Blood Point to add an additional d4 of damage, up to a combined maximum times equal to your spellcasting modifier.
Ritual of Forbidden Knowledge
The dark pact you have made grants you access to ways of learning knowledge that some would consider unnatural. When learning a new wizard spell, you can expend 4 Blood Points per level of the spell instead of the usual 50gp required. This also reduces the time to learn the new spell from one hour to one minute per spell level as your perform the ritual. This cost is reduced to 2 Blood Points per spell level if the spell is from the school of Necromancy.
Sanguine Assault
Your magic is more difficult to resist when a creature is subjected to one of your spells. When casting a spell causes a creature to make a saving throw, you can expend 2 Blood Points per spell level to force the saving throw to be at disadvantage. This augmentation will only affect a single creature, and you can affect one additional creature for 1 additional Blood Point to a maximum equal to your spellcasting modifier.
Stygian Ritual
When casting ritual spells, you can imbue the ritual with sanguine energy. When casting a ritual spell, you can expend 1 Blood Point to ignore the ritual casting time of the spell.
Blood Siphon
At 10th level, your continued use of Blood Magic has unlocked the ability to use the vitality of others in your spells. As a reaction, when you deal damage to a creature with a spell, you can force that creature make a Constitution saving throw versus your Spell Save DC. You are not able to do this when also using Sanguine Augmentation, and if the spell affects multiple creatures you must choose one creature this feature will effect. On a failed save, you regain Blood Points equal to half the damage dealt by the triggering attack, not exceeding your blood point maximum. You can use this feature a number of times per long rest equal to your proficiency bonus.
Dark Omen
At 14th level, your Pact of Blood has been empowered to the point where you can exchange half of your life force to exert your will over another being. Whenever a creature within 30 feet of you succeeds on a saving throw, you can use your reaction to sacrifice half of your hit point maximum to force the creature to fail the saving throw, provided the creature has not used a legendary resistance to succeed. You may only do this once per long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/8/2023 6:38:59 AM
|
22
|
0
|
1
|
Coming Soon
|
|
|
3/8/2023 9:23:24 AM
|
24
|
0
|
1.1
|
Coming Soon
|
|
|
3/8/2023 11:00:53 PM
|
25
|
0
|
1.2
|
Coming Soon
|
|
|
3/10/2023 12:28:38 AM
|
39
|
0
|
--
|
Coming Soon
|