Base Class: Wizard
Blood Magic is an ancient and largely forgotten school of magic, shrouded in secrecy and fear. Practitioners of this dark art draw upon the life essence within their own veins and those of their enemies to fuel their spellcasting, achieving feats of power that leave traditional wizards in awe. This forbidden lore teaches that blood is the ultimate conduit of magical energy, capable of enhancing spells beyond their normal limits. Wizards who dare to study Blood Magic walk a perilous path, balancing the immense power they gain with the ever-present danger of succumbing to the seductive call of their own life force. As a Blood Mage, you wield this primal magic with both reverence and caution, knowing that every drop of blood spilled can be the key to your next great incantation—or your ultimate downfall.
Sanguine Ward
When you choose this tradition at 2nd level, you add the false life spell to your spellbook if it is not already there. Additionally, you double the amount of any temporary hit points you gain.
Infusion
Beginning at 2nd level, you can weave your blood into your spells to increase their accuracy. When you cast a wizard spell that requires either an attack roll or forces a saving throw you can choose to take necrotic damage up to an amount equal to your Intelligence modifier, which can't be reduced in any way, and add the same amount to the first attack roll or the spell save DC for the first saving throw of the spell. You can choose to use this feature after the attack roll or saving throw is made, but before any of the roll's effects are resolved.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If the feature only reduces temporary hit points it doesn't expend a use.
Masochism
In your study of blood magic you've inflicted a lot of pain upon yourself, so much that you've gotten used to it. Self-inflicted damage no longer require you to make a saving throw to maintain concentration on spells.
Vampiric Siphon
At 6th level, you add the vampiric touch spell to your spellbook if it is not there already. Additionally, if one of your wizard spells would allow you to regain hit points but you are unable to regain any more hit points you can convert any excess hit points into temporary hit points.
Blood Pact
Starting at 10th level, you learn how to sacrifice the blood in your body to raise the potency of your spells to incredible heights. When you cast a wizard spell using a spell slot of 1st through 5th level you can choose to spend one of your Hit Dice in order to cast the spell as if it was cast using a spell slot one level higher than the spell slot expended.
You regain all Hit Dice spent using this feature on a long rest.
Crimson Rush
At 14th level you gain the ability to harness an extraordinary burst of power from your own blood. If you have less than half of your maximum hit points you can spend an action to enter a crimson rush. During the rush you gain an additional action. This action can be used only to cast a spell with a casting time of one action which must be of a 3rd level or lower. Additionally you cannot regain hit points or go unconscious during crimson rush. If you have 0 hit points, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When crimson rush ends, you fall unconscious if you still have 0 hit points.
Your crimson rush lasts for 1 minute. You can also end the effect early on your turn as an action.
Once you use this feature you can't use it again until you finish a long rest.
Previous Versions
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