Base Class: Wizard
As students progress through the curriculum, they learn to channel their life force into potent spells, unleashing devastating effects upon their foes or manipulating the fabric of reality itself. Every spell they cast becomes a delicate balance between power and peril, as they willingly lower their hit points to fuel their magical prowess. They tread a fine line between life and death, constantly testing the boundaries of their mortality.
Mastery of blood magic requires not only a strong intellect but also an unwavering resolve. These wizards learn to walk a path that few would dare to tread, exploring the dark secrets of life force manipulation while maintaining the delicate equilibrium of their own existence. They study forbidden tomes, practice intricate rituals, and conduct daring experiments, all in pursuit of unlocking the immense potential hidden within their own veins.
But beware, for the power of blood magic is not without its dangers. It demands unwavering focus and an iron will, as a single misstep could cost a wizard their very life. Only those willing to embrace sacrifice and push the boundaries of mortality should dare to join the School of Blood Magic. For those who are undeterred, great power awaits, and the secrets of life and death will be revealed in all their mystical glory.
Blood Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a blood magic spell into your spellbook is halved.
Vitality Sacrifice
At level 2, as your bonus action, when you cast a spell of first level or higher, you may cast the spell a second time. Doing so causes you to take 1d6 multiplied by the spells level true damage.
Blood Nova
At 6th level as an action, the Blood Mage can unleash a powerful Blood Nova. This ability costs half of the wizard's maximum hit points, and all creatures within a 30-foot radius centered on the Blood Mage must make a Dexterity saving throw against the wizard's spell save DC. Those who fail take 1d6xWizard level in necrotic damage, and those who succeed take half damage. After using this ability, the Blood Mage gains vulnerability to necrotic damage until they finish a long rest.
Blood Pact
At 10th level, the wizard of the School of Blood Magic forges a powerful pact with their own life essence. They gain the ability to establish a temporary connection between themselves and a willing creature within 60 feet. This connection allows the wizard to transfer a portion of their own hit points to the target creature, healing them and bolstering their resilience. As an action, the wizard can transfer a number of hit points from themselves to the target equal to twice their wizard level. The transferred hit points cannot exceed the target's maximum hit points. This ability can be used an an equal amount of times to their constitution modifier.
Hemomancer's Veil
At 14th level, the wizard of the School of Blood Magic forms a potent bond with their own life force, forging a mystical connection that enhances their spellcasting abilities. As an action, the wizard can enter a Blood Pact, expending a number of hit points equal to their wizard level multiplied by 2. While in this state, the wizard gains the following benefits:
- Increase the save DC of their spells by 4.
- Add their Intelligence modifier as a bonus to spell attack rolls.
- Regain hit points equal to their Intelligence modifier at the start of their turn.
The Blood Pact lasts for 1 minute or until the wizard ends it as a bonus action. Once the Blood Pact ends, the wizard suffers one level of exhaustion.
Previous Versions
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7/20/2023 7:40:07 PM
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Coming Soon
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