Base Class: Blood Hunter
Your ability to utilize Blood to fuel spells is the most forbidden of the arcane arts and despised by magic societies.
Blood Magic
When you reach 3rd level, you've studied the anatomy of magic and how to cast spells, channeling magic through blood.
Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Blood Toll. Instead of using spellslots to fuel your spells, you cast them at the cost of your own blood. Whenever you cast a spell of first level or higher, take damage by a number of hit points equal to 10 times the level of the spellslot you would use for the spell.
For example, if you know the 1st-level spell Magic Missile and you have 25 Hit points, you can cast Magic Missile by reducing your hit points to 15. Also, if you want to cast Magic Missile on 2nd level, your hit point maximum must be reduced by 20 to cast the spell - for instance, from 25 to 5.
The number of sacraficed hit points cannot be reduced in any way and this feature ignores abilities that prevent your hint point maximum from being reduced.
You regain your original Hit point maximum after you finish a long rest.
Spells Known of 1st Level and Higher. You know three 1st-level wizard spells of your choice.
The Spells Known column of the Blood Mage Spellcasting table shows when you learn more wizard spells of 1st level or higher. When you learn a spell, that spell cannot be greater than the level shown in the Maximum spell Level column. For instance when you reach level 5 in this class, you can learn a 2nd or 1st level spell.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you qualify as described above.
Spellcasting Ability. Your chosen Hemocraft ability (Intelligence or Wisdom) is your spellcasting ability for your wizard spells, so you use your Hemocraft ability whenever a spell refers to your spellcasting ability. In addition, you use your Hemocraft modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Hemocraft modifier.
Spell attack modifier = your proficiency bonus + your Hemocraft modifier.
Blood Mage Spellcasting
|
Blood Hunter Level |
Cantrips Known |
Spells Known |
Maximum Spell Level |
|
3rd |
2 |
2 |
1 |
|
4th |
2 |
2 |
1 |
|
5th |
2 |
3 |
2 |
|
6th |
2 |
3 |
2 |
|
7th |
2 |
4 |
2 |
|
8th |
2 |
4 |
3 |
|
9th |
2 |
5 |
3 |
|
10th |
3 |
5 |
3 |
|
11th |
3 |
6 |
4 |
|
12th |
3 |
6 |
4 |
|
13th |
3 |
7 |
4 |
|
14th |
3 |
7 |
5 |
|
15th |
3 |
8 |
5 |
|
16th |
3 |
8 |
5 |
|
17th |
3 |
9 |
6 |
|
18th |
3 |
9 |
6 |
|
19th |
3 |
10 |
6 |
|
20th |
3 |
11 |
7 |
Curse Expert
Starting at 3rd level, you learn to master blood curses. You gain an additional use of your Blood Maledict feature.
Sanguine Leech
When you cast a spell you can use your bonus action to make a melee spell attack against another creature within 5 feet. If the attack succeds, you can split the number of Hit points spent for casting the spell. You only take half the damgage required to cast the spell and transfer the remaining damage to the creature that you hit with the attack. If the attack fails, you take all the damage required to cast the spell.
Once you use this feature, you can’t use it again until you finish a long rest.
Brand of the Magic Seal
Upon reaching 11th level, your Brand of Castigation feature grafts an invisible blood seal onto your target, supressing the creature's arcane currents. When you hit a creature with a weapon for wich you have an active crimson rite, the creature is branded. When the branded creature cast a spell, it must succed on a wisdom saving throw against your Hemocraft DC or the spell fails.
Blood Curse of Siphoning
Starting at 15th level, you learn to extract a creatures's life essence. You gain the Blood Curse of Siphoning for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of Siphoning
Prequisite: 15th level, Order of the Blood Mage
As a bonus action you curse a creature. When you deal damage to the cursed creature with a weapon for wich you have an active Crimson Rite, you gain a number of temporary hit points determined by your Hemocraft die.
These temporary Hit points stack on each other, but not with other temporary hit points, and last until you finish a long rest.
Amplify: In addition, you gain a number of temporary hit points equal to your hemocraft modifier.
Unsealed Arcana
Starting at 18th level, you can learn spells of every level. If you cast a spell of 8th or 9th level, the number of Hit points that you must sacrifice in order to cast the spell are doubbled.