Wizard
Base Class: Wizard

Blood Savant. When you select this arcane tradition at second level, you become proficient in the Medicine.

Blood Magic. Starting at second level, you can form a bond between your lifeblood and the magical energies of the Weave.  As an action, you call upon the power of blood by inflicting a ritualistic wound upon yourself.  While the wound does not inflict damage or break concentration, it is a hemophilic wound and therefore remains open.  When you inflict a hemophilic wound, you gain access to a pool of blood points (described below).  Once you inflict a hemophilic wound, you cannot do so again until you finish a long rest.

Blood Pool. You have a number of blood points determined by your wizard level.

 

Level                                Blood points


   2-4                                          2
   5-8                                          3
   9-12                                        4
   13-16                                      5
   17-20                                      6


Healing. Any form of healing you receive staunches the flow of blood and can close the hemophilic wound.  Whenever you regain 1 or more hit points, you also lose 1 blood point.  Once you lose your last blood point, the wound heals.

Blood Rites. You learn 2 blood rituals of your choice, detailed below under Blood Rites.  When you gain a wizard level, you may choose 1 of the blood rites you know and replace it with another.

Empowered Blood. Starting at 6th level, when you roll damage for a spell, you can reroll a number of damage dice up to your constitution modifier (a minimum of once).  You must use the new result.  Once you use this feature, you cannot do so again until you finish a long rest.  Starting at 14th level, you can use it twice per long rest, but only once in the same turn.

Blood Awakening. At 10th level, you can bestow consciousness upon the blood of a dead creature, causing the lifeblood to reinvigorate the corpse.  You can cast revivify once, using a wizard spell slot.  Once you use this feature, you cannot use it again until you complete a long rest.

Purge Blood. At 14th level, you can manipulate the blood of another creature and purge it from its confinement, drawing it out of the body at once.  The pressure ruptures tissues, causing intense damage and pain.  As an action, one creature within 30 feet must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much on a successful one.  This has no effect on oozes, plants, constructs, and undead.  Should this reduce the target to 0 hit points, they cannot be resurrected by any means other than a wish spell.  Additionally, the blood drawn from a creature killed by this effect becomes animated as a blood ooze under your control.  The ooze will take its turn on your initiative, but requires no action on your part for it to attack.  The ooze exists until its hit points are reduced to 0 or you use an action to purge its sentience and draw it into your body, healing a number equal to the ooze's remaining hit points.  Once you use this ability, you cannot use it again until you finish a long rest.

Blood Rites. 

Blood Focus. When you cast a spell that does not indicate a cost for a component, you can spend 1 blood point to cast the spell without material components.
Blood Ritual. You can expend 2 blood points to cast a 1st level spell with the ritual tag from any class spell list.  You must cast the spell as a ritual.
Blood Spell. You can spend blood points to cast a spell that you prepared without expending a spell slot.  The Casting a Spell table show the blood point cost of each spell slot level.  You cannot use this feature to cast a spell higher than 4th level, and must meet the minimum requirements to cast that spell.

Spell Level                     Blood Point Cost              Class Level


      1st                                          2                                       2nd
      2nd                                         3                                       5th
      3rd                                          5                                       13th
      4th                                          6                                       17th


Fortitude of Blood. You can expend 1 blood point and concentrate (as if concentrating on a spell) to gain proficiency in Constitution saving throws.
Phantom Vigor. When you cast a wizard cantrip, you can spend 1 blood point as a bonus action to gain 1d4 + 4 temporary hit points.
Potent Blood. When you cast a wizard cantrip, you can spend 1 blood point to add your proficiency bonus to the damage.
Silence the Pain. You can expend 1 blood point and concentrate (as if concentrating on a spell) to gain resistance to psychic damage.  While you invoke this blood rite, psychic damage does not cause you to break concentration.
Staunch the Wound. When you start your turn with 0 hit points, you can spend 1 blood point to become stable.

Blood Savant

You gain proficiency in the Medicine skill.

Blood Pool

As an action, you may inflict a ritualistic wound upon yourself that grants you access to  a pool of blood points.  You have a number of blood points determined by your wizard class level.

Blood Rites

You may choose any 2 blood rites of your choice.  Every time you gain a wizard class level, you may change 1 of your previously chosen rites for a new one.

Blood Focus

When you cast a spell that does not indicate a cost for a component, you can spend 1 blood point to cast the spell without material components.

Blood Ritual

You can expend 2 blood points to cast a 1st level spell with the ritual tag from any class spell list.  You must cast the spell as a ritual.

Blood Spell

You can spend blood points to cast a spell that you prepared without expending a spell slot.  The Casting a Spell table show the blood point cost of each spell slot level.  You cannot use this feature to cast a spell higher than 4th level, and must meet the minimum requirements to cast that spell.

Spell Level                     Blood Point Cost              Class Level


      1st                                          2                                       2nd
      2nd                                         3                                       5th
      3rd                                          5                                       13th
      4th                                          6                                       17th


 

Fortitude of Blood

You can expend 1 blood point and concentrate (as if concentrating on a spell) to gain proficiency in Constitution saving throws.

Phantom Vigor

When you cast a wizard cantrip, you can spend 1 blood point as a bonus action to gain 1d4 + 4 temporary hit points.

Potent Blood

When you cast a wizard cantrip, you can spend 1 blood point to add your proficiency bonus to the damage.

Silence the Pain

You can expend 1 blood point and concentrate (as if concentrating on a spell) to gain resistance to psychic damage.  While you invoke this blood rite, psychic damage does not cause you to break concentration.

Staunch the Wound

When you start your turn with 0 hit points, you can spend 1 blood point to become stable.

Empowered Blood

Starting at 6th level, when you roll damage for a spell, you can reroll a number of damage dice up to your constitution modifier (a minimum of once).  You must use the new result.  Once you use this feature, you cannot do so again until you finish a long rest.  Starting at 14th level, you can use it twice per long rest, but only once in the same turn.

Blood Awakening

At 10th level, you can bestow consciousness upon the blood of a dead creature, causing the lifeblood to reinvigorate the corpse.  You can cast revivify once, using a wizard spell slot.  Once you use this feature, you cannot use it again until you complete a long rest.

Purge Blood

At 14th level, you can manipulate the blood of another creature and purge it from its confinement, drawing it out of the body at once.  The pressure ruptures tissues, causing intense damage and pain.  As an action, one creature within 30 feet must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much on a successful one.  This has no effect on oozes, plants, constructs, and undead.  Should this reduce the target to 0 hit points, they cannot be resurrected by any means other than a wish spell.  Additionally, the blood drawn from a creature killed by this effect becomes animated as a blood ooze under your control.  The ooze will take its turn on your initiative, but requires no action on your part for it to attack.  The ooze exists until its hit points are reduced to 0 or you use an action to purge its sentience and draw it into your body, healing a number equal to the ooze's remaining hit points.  Once you use this ability, you cannot use it again until you finish a long rest.

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