Wizard
Base Class: Wizard

Considered taboo by many societies and magic practitioners, the use of blood magic—also known as hemocraft—is a rare art that harnesses the latent powers of a creature’s vitality to fuel and amplify the caster’s own capabilities, while manipulating and weakening the bodies of enemies from the inside. Some of the more macabre mages seeking to empower their arcane pursuits turn to hemocraft as a means of bolstering their spells, giving their own life’s blood to reach new heights of frightening magical prowess.

Blood Magic

2nd-level School of Sanguimancy feature

You learn additional spells when you reach certain levels in this class, as shown on the Blood Magic Spells table.

Each of these spells counts as a class spell for you, but it doesn’t count against the number of spells you know. You can add these spells to your spellbook upon learning them, without expending any gold, and prepare them as normal.

Blood Magic Spells

WIZARD LEVEL SPELLS
 2nd  healing word, sleep
3rd detect thoughts, suggestion
5th dispel magic, hypnotic pattern
7th black tentacles, death ward
9th dominate person, scrying

Blood Tithe

2nd-level School of Sanguimancy feature

Your blood is your power. You can convert your Hit Dice in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slot. You use the Hit Dice in place of your slots, but otherwise cast the spell as normal. When you use this feature you expend a number of Hit Dice equal to the spells level, roll and add them together, you take that much damage. This damage can’t be reduced in any way.

Thicker than Water

6th-level School of Sanguimancy feature

When a creature you can see hits you with an attack, you can use your reaction to bind your vitality to the attacker and force them to share your pain. The attacker takes damage equal to the damage you took. This feature cannot be used against constructs or undead. You can use this feature a number of times equal to your proficiency bonus. You must finish a short or long rest before you can use it again.

In addition, while you are concentrating on a spell, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Sanguine Malediction

10th-level School of Sanguimancy feature

You can use blood magic to curse creatures around you. As an action, you may choose any number of creatures you can see within 60 feet of you, up to your Intelligence Modifier, those creatures must make a Charisma saving throw equal to your spell save DC. Any creature that fails this saving throw is cursed.

Whenever a cursed creature makes an attack roll, ability check, or saving throw, they must roll a d4 and subtract the number rolled from it. At the end of their turn they must make another Charisma saving throw, if they succeed the curse ends and they gain immunity to the effects of this ability for 24 hours.

Crimson Epitome

14th-level School of Sanguimancy feature

Your use of Blood Magic has forever changed you. You are immune to poison and disease, and your own body can be used as an arcane focus.

In addition, whenever you cast a spell you may expend any number of Hit Dice to bolster that spell. Roll and add the expended Hit Dice, you take that much damage. This damage can’t be reduced in any way. The spell is upcast equal to the the amount of expended Hit Dice, up to the highest level of spell slot you have.

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