Base Class: Wizard
Arcane scholars have discovered ancient tomes that detail a primitive, yet potent form of magic: Sanguimancy. Practitioners of this particular school have learned to unlock the power of magic held the blood of living creatures. Sanguimancers, or Blood Mages, are rare and often operate in the shadows for fear of being cast out of society or persecuted for their practice.
Blood Mages focus on corrupting the blood of their enemies in order to make them more susceptible to their dark magics.
Blood Magic
By utilizing the latent magic that flows through their veins, Sanguimancers may eschew spell materials by using their own blood. Whenever you cast a spell with material components, you may reduce your maximum hit points by an amount equal to twice the spell slot level expended to ignore the material costs. Materials with GP cost must still be provided. Spells that do not require material components can still be cast using Blood Magic for the same hit point cost. Cantrips reduce your maximum hit points by 1. HP reductions using Blood Magic can be restored with a long rest.
Additionally, as a bonus action, you may attempt to corrupt your target's blood whenever you deal damage using Blood Magic. Your target must roll a Constitution saving throw against your spell DC. On failure, they take the spell spell damage and gain 1 point of Blood Corruption.
A creature afflicted by Blood Corruption suffers:
- 1 Level of Exhaustion per point
- 1 AC reduction per point
At 2nd level, you may apply a maximum of 1 point of Blood Corruption to a target. This increases by 1 point at 8th level and again at 16th level.
Haematophagy
At 2nd level, you gain the ability to use your enemies' wounds to bolster your magical supply. Whenever a creature within 30 feet of you takes slashing or piercing damage, you may use your reaction to force your target to make a CON saving throw. On a failed save, the target takes 1D8 slashing damage as you absorb their blood and restore hit points lost from the use of Blood Magic equal to half of the damage dealt.
When you use this ability against a foe currently afflicted by Blood Corruption, it removes 1 point.
Corrupting Onslaught
At 6th level, your study of sanguimancy has taught you how to harness the corruption you breed in your enemies' blood. As a bonus action, when you cast a spell you may consume points of Blood Corruption from your target. Consuming Blood Corruption empowers your spells as detailed below.
Blood Corruption Cost | Effect |
1 Point | The next time you deal damage with a spell, you deal additional damage equal to half your Wizard level |
2 Points | You gain advantage on your next spell attack |
2 Points | The next time you deal damage with a spell, you may re-roll any dice that resulted in a 1 or 2 once per turn |
3 Points | The next time you deal damage with a spell, you overcome your target's damage resistance until the end of your next turn |
3 Points | The next time you deal damage with a spell, you recover hit points reduced through the use of Blood Magic equal to half your Wizard level |
3 Points | The next time you cast a spell, you can reduce your hit point maximum by triple the spell slot level to not expend the spell slot |
When you consume more than 1 point of Blood Corruption, you additionally gain the benefit of consuming a single point. Consuming a point of Blood Corruption removes it from the target.
Coagulated Defense
At 10th level your study of blood magic has taught you how to empower your own blood to withstand spell effects. You may add your Intelligence modifier to Constitution saving throws made against spells and other magical effects.
You have also learned to attune the magic in your blood to the corruption you sow. You gain magic resistance against enemies with at least 2 points of Blood Corruption.
Vampiric Sacrifice
At 14th level you unlock the power to harness the corruption that your magic has wrought once a foe succumbs to their wounds. Whenever you kill a creature that is afflicted by at least 2 points of Blood Corruption, you may absorb all of the blood in their body to recover spell slots equal to half your Wizard Level (rounded down). You may not recover spell slots over 6th level using this ability.
You may use this ability once per long rest.
Previous Versions
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