Base Class: Wizard
these wizards experiment and deal with dark forces in order to gain more powerfull magic. using the power of Blood Magic is considered dangerous and illegal in most civilized nations.
the use of ones blood to substitute spell components or gain higher levels of magic is not without risk. it leaves your body in a weakend state.
Blood Substitute
starting at 2nd level, when selecting this school of magic, you gain the ability to use your own blood instead of magical components.
you may spend 1 of your Hitpoints to replace any component needed for a spell that has a monetary value of 10 GP, you may use this as many times as needed to replace materials with a higher cost.
Power from Blood
starting at 2nd level, when you cast a spell of 1st level or higher, you may spend Hitpoints equal to X ( X being the next spell level ) times the next Spell level to advance the spell to the next spell level.
for example, casting a 1st level spell, you could spend 2 x 2 Hitpoints to push the casting of this spell into the 2nd spell level, herby adding to the spell's effect. for pushing a spell from 2nd to 3rd level, you would need to pay 3 x 3 Hitpoints...
Sanguine Recovery
starting at 6th level, you gain the ability to recover spellslots using blood magic.
taking a minute of concentration, you may sacrifice a number of your hit-die no greater then 5 to regain a spellslot of the level equal to the number of hit-die you sacrificed.
roll these dice and take this much damage.
once you used this feature, you cannot do so again until you finish a long rest.
Blood Thrall
starting at 10th level, using blood magic, you controll the actions of a single creature.
a creature you can see within 60 feet makes a Constitution Saving Throw against your Spellsave DC, on a failed save, the creature falls under the effect of a Dominate Monster spell for the next minute. the creature you target must have blood in order for this effect to take hold.
you must maintain Concentration on this effect for it to last as though you are concentrating on a spell.
a creature that resists the blood magic takes 5D8 Necrotic Damage from the strain this magic puts upon it's body.
once you have used this feature, you cannot do so again until you finish a long rest.
Sanguine Hunger
at 14th level, your expertise with blood magic reaches it's peak. you gain the ability to cast Vampiric touch at will, and learn how to draw energy out of others to fuel your blood magic.
you can cast vampiric touch as a 4th level spell at will without needing concentration. and you can target a creature up to 30 feet away.
Previous Versions
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