Base Class: Wizard
You have studied the power of blood itself, and have learned to harness it's power as your own and empower your magic with it.
Blood Sacrifice
Beginning when you select this school at 2nd level, you can sacrifice hit points to cast a spell.
You can cast up to a level that you currently know at the cost of no spell slots. To determine how many hit points are expended, multiply the spell level by 10. ex, 1st level will cost 10 hit points, 2nd level will cost 20 hit points, 3rd level will costs 30 hit points, etc
If this causes you to fall to 0 hit points, you fall unconscious after the spell is cast. Spells cast in this way use constitution as a spellcasting modifier.
Blood Bond
Beginning at 2nd level, you can bond to your spell book through a 1 hour ritual in which you must maintain contact with the book.
Once the ritual is complete, any spells you learn will take half as much time to learn.
If a bonded spell book is destroyed, your maximum hit points are reduced by 1d6 until you bond to another spell book.
Blood Drain
Starting at 6th level, You add the vampiric touch spell to your spellbook if it is not there already.
When you cast vampiric touch, it has additional benefits:
- you add you CON modifier to the spell damage.
- Whenever a target is damaged by vampiric touch, they have disadvantage until the start of your next turn
Blood Burst
Beginning at 10th level, you gain 3 uses of Blood Burst. As an action you target one enemy within 60 ft, and cause their blood to burst out of their body. Causing 4d10 piercing damage. This spell can not be used with blood infusion, and instead you roll can 1d6 for every 4 hit points you sacrifice, up to 6d6.
target must make a constitution saving throw. If succeeds, target takes 1d4 force damage.
At the 14th level, you now roll 6d10 piercing damage
At the 18th level, you now roll 8d10 piercing damage
Regain uses upon long rest
Targeted creature must have blood. Creatures such as constructs, elementals, etc are not affected. Other creatures at DM discretion
Blood Puppet
Starting at 14th level, as an action you can, once per long rest, force 1 target to perform an action such as moving, interacting with a simple object, or to attack 1 creature within range.
Target must perform a constitution saving throw, if the target succeeds they take 1d8 force damage. If they fail, they are under the effect of Blood Puppet.
At 17th level, you now control 2 targets with Blood Puppet.
At 20th level, you now control 3 targets with Blood Puppet.
Targeted creature must have blood. Creatures such as constructs, elementals, etc are not affected. Other creatures at DM discretion
Previous Versions
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8/5/2023 3:27:31 AM
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