Base Class: Wizard
Wielders of Blood Magic, better known as Blood Mages, harness dark rites to enhance their power. This magic, however, comes at a price — it must be fueled by the sacrifice of their own life force or that of others.
Level 3: Necromancy Savant
Choose two Wizard spells from the Necromancy school, each of which must be no higher than level 2, and add them to your spellbook for free.
In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Necromancy school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Level 3: Blood Rite
Blood Mages can draw from their own blood to empower their spells. As a Bonus Action you can perform Blood Rite, taking damage equal to your Blood Rite Die. This damage ignores Resistance and Immunity. While Blood Rite is active, you gain the following:
- You deal additional damage equal to your Blood Rite Die when dealing damage with spells. The damage is of the same type as the spell used. When casting spells that have multiple attack rolls, the additional damage is only added once.
This effect lasts until the end of your next turn.
Blood Rite Die. Your Blood Rite Die is a d4. This die changes when your reach Wizard level 7 (d6), level 10 (d8), and level 15 (d10).
Level 6: Life Leech
As an action you can target a creature within 60 feet that has blood. The target must make a Constitution saving throw against your spell save DC. Taking 2d8 Necrotic damage on a failed save, or half as much on a successful save. You regain Hit Points equal to half the amount of Necrotic damage dealt.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).
Blood Rite works with this ability as well.
Level 10: Blood Bond
As an action you can establish a Blood Bond with another creature you can see within 30 feet. The target creature must have blood. The creature can choose to make a Constitution saving throw against your spell save DC to resist the effect. On a failure, the Blood Bond is established for 1 minute (concentration required).
While Blood Bond is active, whenever you take damage from Blood Rite, you can choose to split the damage evenly between you and the bonded target.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses after a Long Rest.
Level 14: Shared Demise
Once per long rest, if you drop to 0 HP while Blood Bond is active, you can force your bonded target to take the remaining damage instead of you, breaking the bond in the process.