Base Class: Wizard
Your studies of the arcane have brought you to the practical application of using any ressources available to you, that others would never dare even try. You can enhance your spells at the cost of your own life and regenerate through alternate ways of healing.
Your healing and ressource management abilities make you a valuable asset to the cause of the Scarlet Crusade, a group of religious fanatics devoted to unmake all undeath and only stopping when this goal has been achieved.
Zealous Empowerment
At 2nd level, you have learned to boost your spells with the power of blood.
When you cast a wizard spell with a spell slot, you can choose to take damage equal to double the level of spell slot you're using to cast the spell, and empower the spell with one of the three following effects (your choice):
- If the spell has a more powerful effect when you cast it at a higher level, you instead cast the spell as if you had used a spell slot of one level higher (to a maximum of 9th level).
- If the spell deals damage, it ignores damage resistances.
- If the spell slot used is 4th level or higher, you restore a spell slot of a level half that of the empowered spell - 1 (rounded up)
The damage you take as part of this feature ignores resistance and immunity, and does not require you to make a Constitution saving throw to maintain your concentration. You can use this feature a number of times equal to your constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.
As long as you have any hit points remaining, you may forego any required casting components as if you were holding a arcane focus. In addition, when casting a wizard spell that requires a costly material component, you can forego the component by taking 1d10 necrotic damage per 50 gp of the cost of the component (minimum 1d10). The damage you take as part of this feature ignores resistance and immunity, and does not require you to make a Constitution saving throw to maintain your concentration. If this damage reduces you to 0 hit points, the spell fails but the spell slot is not expended.
Scarlet Awareness
Also at 2nd level, you become increasingly aware of every artery in your body and the movement of blood itself, granting you the following effects:
- You can add your constitution modifier to your initiative rolls.
- You have advantage at Saving Throws made to resist poisons and resistance to poison damage.
- You have advantage on Medicine Checks made to evaluate your own health status.
Desperate Plea
At 6th level, you have learned to use the blood of others to bolster your spells.
As a bonus action, you can make a ranged spell attack with range of 15ft. On a hit, the creature suffers xd6 + your wizard level in necrotic damage, where x is equal to your proficiency bonus. If the creature was not an undead or construct and has blood in it's body, you restore hit points equal to the damage dealt. You may use this feature once, and regain the ability to use it after finishing a short rest.
At 14th level, you gain a second use before taking a short rest.
Hemorrhage the Heretics
Starting at 10th level, when you damage or affect a creature with a spell empowered by your Zealous Empowerment feature or Desperate Plea feature, you may choose to prevent all affected creatures from regaining hit points until the end of their next turn.
Additionally your maximum hit points can't be reduced and you can add your constitution modifier to one damage roll of any wizard cantrip you cast.
High Inquisitor's Authority
Upon reaching 14th level, you gain the ability to raise your allies from the dead. When using your Zealous Empowerment feature to forego priced material components for a spell that raises the dead (revivify, raise dead and true resurrection), you can replace 100G worth of components for 1d10 necrotic damage instead of 50G.
Also you learn these spells for free when reaching the appropriate level and they do not count against the total number of learned or prepared spells in your spellbook.
Additionally when you are reduced to 0 hit points or are outright killed, you can invoke your devotion to the Scarlet Crusade and rise again at maximum hit points without any spell or condition affecting you. Until the end of your next turn, instead of expending a spell slot to cast a spell you may use hit points equal to twice the level of the spell cast. You regain all uses of your Zealous Empowerment feature. You can only invoke the Scarlet Crusade once every 7 days.
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