Wizard
Base Class: Wizard

Blood mages come by their power either by accident or by the teachings of evil such as dabbling in forbidden arcane lore or perhaps they were taught by a demon or fiend. They are more feared than many mages including necromancers, as they often dabble in necromancy as well, and are second in power only to lich's, demons, and fiends. With their blood fueling their magic giving them access to more powerful effects and with a willingness to sacrifice their own vitality to provide that fuel Blood Mages become a force that few would dare reckon with.

Blood Sevant

Beginning when you select this school at 2nd level, you learn how to cast spells at the cost of your own vitality, you can cast any 1st or 2nd level spell without expending a spell slot if you choose to sacrifice some of your life force. Roll a d6 you take as much damage as you rolled and can now cast a spell of 1st level without expending a spell slot, if you choose to cast a spell of 2nd level the die increases to a d8, you can use this feature once per short or long rest for both 1st and 2nd level spells.

Blood Spell

At 2nd level when you choose this subclass, you gain the knowledge to further channel, and sacrifice, a part of your vital essence to cast a powerful spell upon your enemies. You gain two blood spells of your choice. detailed in the “blood spells” section below. You learn one additional blood curse of your choice at 5th, 9th, 13th, 16th, and 20th level.

When you use your Blood Spell feature, you choose which spell to invoke. While invoking a blood spell, but before it affects the target, you may choose to amplify the spell by suffering 1 d4 necrotic damage.  An amplified spell gains an additional effect, noted in the spells description.

You can use this feature up to your intelligence modifier. You regain expended uses when you finish a long rest. 

Blood Spells

Blood Spell of Insanity

As a bonus action, you can attempt to break the mind of another creature, the target must make a Constitution saving throw (equal to 10 + your constitution modifier + Proficiency bonus (if you are proficient in Constitution saving throws)) or become temporarily insane and suffers one of the following effects.

Roll a d10:

1-2: The target retreats into his or her mind and becomes Paralyzed. The effect ends if the character takes any damage

3-5: The character experiences vivid hallucinations and has disadvantage on Ability Checks.

6-8: The character becomes Frightened and must use his or her action and Movement each round to flee from the source of the fear.

9-10: The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping.

Amplify. This spell causes the target to take psychic damage at the end of each of its turns while the spell is in effect equal to 1d10 + your CON modifier. At the end of each of its turns, the target can make another CON saving throw. On a success, this spell ends. You can end the spell whenever you like (no action required).

Blood Spell of the Cursed Heart

As a bonus action, you can cause one creature within your line of sight to suffer your wrath. The target's heart stops functioning correctly and must make a Constitution saving throw (equal to 10 + your constitution modifier + Proficiency bonus (if you are proficient in Constitution saving throws)) on a failed save the creature takes 3d6 necrotic damage (undead and creatures with no heart are immune to this effect) on a successful save the target only takes 1d6 damage

Amplify. The target has disadvantage on the saving throw and must repeat the saving throw on each of its turns or suffer the effect again until it succeeds the saving throw

Blood Spell of Parasitic Suffering (prerequisite: 5th level)

As a bonus action, you can manipulate the vitality of a creature within 60 feet of you. whenever the target takes damage you heal for half the damage it takes. The effect ends if you fall unconscious or dead.

Amplify. You heal the full amount of damage the target takes.

Blood Spell of Magic Snaring

When an enemy casts a spell within 60 feet that requires a spell attack roll and targets you or any member of your party, you can use your reaction to rend the spell from the air, the target must make a Wisdom saving throw, The DC equals 10 + the spell’s level, On a failed save, the creature’s spell misses automatically, on a successful save the target has disadvantage on the spell attack roll.

Amplify. You can choose to amplify the blood spell to instead if the target fails they instead target themselves with the spell.

Blood Spell of the Blood Moon

You can use a bonus action to amplify the vitality of a character near you, a character under this spell gains temporary hit points equal to your level and turn into a were creature of your choice (Ex. Werewolf, Werebear, Weretiger, etc.) temporarily for 1d4 rounds or until you or the target falls unconscious or dead, they gain the stats equal to the target were creature the target must make a WIS saving throw every time they take damage equal to 10 + their Wis modifier + proficiency bonus or loose control temporarily and make a wild attack at the nearest creature. (target can still use their weapon if they are proficient in it)

Amplify. The target does not make a saving throw whenever they take damage

Blood Spell of the Fallen Puppet

The moment a creature falls dies within 30 feet of you, you can use your reaction to gain control of the target creature. the target falls under the effects of the Animate Dead spell

Amplify. You grant a bonus to the attack roll and damage roll of the fallen creature’s attack equal to 1d4 + your CON modifier.

 
Blood Spell of Banishment

As a bonus action, you can choose any creature within 30 feet of you, they must make a charisma saving throw or be teleported into the astral plane temporarily for 1d4 rounds

Amplify. The roll is now a 1d6

Blood Cantrip

Starting at 6th level, you can choose to amplify your damaging cantrips to affect even creatures that avoid the brunt of the effect and to deal extra damage equal to the amount of damage you took to use this feature, The damage you take in return is necrotic equal to your Constitution modifier. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Empowered Sacrifice

Beginning at 10th level, you can add 1d6 + Constitution modifier + proficiency bonus to damage rolls of any wizard spell you cast at the cost of your own vitality equal to half the total rolled.

Blood Bath

At 14th level Whenever you cast a wizard spell or blood spell you can choose to add physic damage to the spell equal to 1d6 + CON modifier. This effect can be used to any spell including ones that do not normally do damage (Ex. the spell Sleep). If you choose to add this damage to a spell that does not normally do damage you must sacrifice some of your vitality equal to 1/2 your level + Constitution modifier.

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