Wizard
Base Class: Wizard

Widely regarded as taboo by many cultures and practitioners of the arcane, blood magic, often called hemocraft, is an uncommon discipline that draws upon the hidden power contained within a creature’s life force. Through this art, a mage can fuel and strengthen their own magical abilities while interfering with the bodies of their foes, weakening them from within. Some of the more grimly ambitious spellcasters turn to hemocraft to push their arcane talents beyond ordinary limits, willingly sacrificing their own blood to achieve terrifying heights of magical power.

For centuries, the knowledge of hemocraft and similar forms of blood magic was guarded almost exclusively by the enigmatic Claret Orders. In more recent times, however, those secrets have begun to escape their control, finding their way into the hands of mages who may be far less restrained in how they use them. As a result, blood magic carries a dark reputation throughout much of society, despite the fact that its powers are capable of serving purposes far beyond cruelty or evil.

Level 3: Blood Channeling

When you choose this arcane tradition at 3rd level, you are able to use your own depleted life essence to channel your magical abilities. Whenever your current hit points are below your hit point maximum, you can use your own body as an arcane focus.

In addition, when casting a wizard spell that requires a costly material component, you can forego the component by taking 1d6 necrotic damage per 50 gp of the cost of the component (minimum 1d6). This damage can’t be reduced in any way. If this damage reduces you to 0 hit points, the spell fails but the spell slot is not expended.

Level 3: Sanguine Burst

Also at 3rd level, you learn how to weave your life force into a spell you cast, boosting its intensity at the cost of your vitality. Whenever you roll damage for a spell you've cast, you can choose to take necrotic damage equal to the spell's level (minimum one) to reroll a number of the damage dice up to your Intelligence modifier (minimum one).This damage can't be reduced in any way, and you must use the new rolls.

Additionally, once per turn when you hit a creature with a spell attack, you can choose to take necrotic damage equal to twice the spell's level (minimum of 2). You deal extra necrotic damage to the target equal to the damage you took plus your Intelligence modifier. This damage can't be reduced in any way.

Blood Weapon

As a bonus action, you conjure a weapon of solidified blood, taking necrotic damage that cannot be reduced in any way. If this damage would reduce you to 0 hit points, the weapon fails to form and the damage is still dealt.

The weapon is a magical simple melee weapon that uses your Intelligence modifier for attack and damage rolls. It lasts until you dismiss it (no action required), or you are incapacitated.

The weapon's damage is 1d6 slashing or piercing (your choice when conjured), increasing to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

The amount of necrotic damage you take determines how much of yourself you pour into the weapon:

Cost (Necrotic Damage) Effect
1d6 The weapon is conjured. You regain hit points equal to half the damage dealt.
2d6 In addition: On a hit, the blade dulls the target's focus. The target has disadvantage on the next attack roll it makes before the start of your next turn.
3d6 In addition: On a hit, the target's wounds refuse to close—it cannot regain hit points until the start of your next turn. You regain hit points equal to half the damage dealt, and the weapon gains the reach property.
4d6 In addition: On a hit, the target gains the Hemorrhaging condition. The weapon gains the thrown property (range 20/60 ft). When thrown, it deals melee damage, then dissolves upon impact and instantly returns to your hand, carrying the stolen vitality back to you.

 

Level 6: Vitality Drain

At 6th level, you learn to tear the life force directly from a creature. As an action, you violently rend the life force from a creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw against your spell save DC or the creature takes necrotic damage equal to 3D6 + your Intelligence modifier (this damage ignores necrotic resistance) and you regain hit points equal to the same amount. The target also gains one stack of the Hemorrhaging condition.

The damage increases as you level up in this class, which is shown on the table below.

Seviye Hasar
6 3d6
9 4d6
13 5d6
17 6d6

 

 

You can use this feature a number of times equal to your proficiency bonus. If this feature kills the target, you regain one expended use. You also get one expended use after a short rest. You regain all expended uses when you finish a long rest.

Constructs and undead creatures that lack a living physiology — such as skeletons, shadows, and other incorporeal or bloodless undead — are immune to this feature.

Level 10: Hex of Hemorrhaging

Starting at 10th level, when you damage a creature with a spell, you can choose to curse that creature with the Hex of Hemorrhaging for 1 minute, requiring no action. While hexed in this way, whenever the creature takes damage, it takes an extra 1d6+2 necrotic damage.

Only one creature can be hexed at a time. If you hex a new creature, the hex on the previous creature ends immediately.

Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).

Level 14: Thicker than Water

Upon reaching 14th level, the blood that flows through your veins is empowered with arcane vigor that mends wounds and helps preserve your life. Whenever a spell or magical effect causes you to regain hit points, you regain an additional number of hit points equal to your proficiency bonus, and your hit point maximum cannot be reduced by any means.

In addition, while you are concentrating on a spell, you have resistance to bludgeoning, piercing, and slashing damage

Blood Magic (2024) Image

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