Base Class: Wizard
The Blood Mage is a unique D&D subclass specializing in the manipulation of life force to cast spells. Drawing upon their own vitality, these mages sacrifice a portion of their life energy to fuel potent and impactful magical abilities. As they channel their essence into their spells, the Blood Mage walks a delicate balance between power and personal sacrifice, weaving a narrative of strength and vulnerability on the battlefield.
You take 1d4 of damage per spell level of envoked spells.
Passive Regeneration
Beginning when you reach Level 2 during combat you recieve 2 Hp at the begining of your Turns.
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Starting Runes
Beginning at 6th Level you start each fight with 1d4+2 Runes.
advanced wizardry
Starting at Level 10, 3 times per fight you can cast a spell with out losing life.
Overchannel
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.