Wizard
Base Class: Wizard

Blood can be a dark and forbidden source of magical energy for those willing to make the necessary sacrifices. Still, for many, the power blood grants is worth violating any taboo. A blood mage powers their magic with the secrets they learn from their own blood. Eventually, they learn to manipulate the blood of others, as well.

Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Bonus Proficiency

When you choose this tradition at 2nd level, you gain proficiency in the Medicine skill.

Internal Fortitude

At 2nd level, a blood mage gains a greater awareness of the blood flowing through their veins and of the heart that pumps it, and some measure of control over both. When you are subjected to a disease or poison effect that allows a Constitution saving throw to take only half damage, you instead take no damage on a successful save and only half damage on a failed one.

Blood Vision

At 6th level or higher, you can see a moment of the past through the eyes of a creature by consuming its blood. Upon ingesting a small amount of the blood of another creature, you become stunned. While stunned, you experience one of the creature's memories through its own eyes. The memory may or may not be about the incident that caused it to bleed in the first place.

Once you have consumed a creature's blood for this purpose, the creature is immune to further uses of this ability.

Absorb Toxins

At 10th level, you gain the ability to absorb the poison or disease from another creature, living or dead, and turn it to your own use. By exposing a fresh wound to a source of disease or poison, you can safely absorb it and store it, dormant, in your bloodstream. You can then inflict the disease or poison on another creature by spitting a stream of blood at it. As an action, you can make a ranged spell attack. On a hit, the target is exposed to the disease or poison and must proceed with any saving throws required.

If you do not pass the disease or poison along to another living creature within three days, it becomes active in the body, and the wizard must make the first two saving throws required by the disease or poison with disadvantage.

Thicken or Quicken Blood

Starting at 14th level, you can turn another creature's blood into sludge, hampering the creature, or can quicken its flow, giving the creature extra mobility. As an action, you can cause a touched creature that fails a Constitution saving throw to become affected as if by a slow spell. Alternatively, you can grant a creature the benefits of a haste spell. The duration of either effect is a number of rounds equal to your Intelligence modifier.

You can use this ability once per long rest.

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