Wizard
Base Class: Wizard

Wield forbidden arcane power through the deliberate sacrifice of life force.

Blood Sacrifice

You have learned to convert your own life force into raw arcane power.

Whenever you cast a Wizard spell using a spell slot and the spell deals damage, you can sacrifice a number of your Hit Points equal to the spell slot's level before the spell's damage is resolved. You can't use this feature if doing so would reduce you to 0 Hit Points.

If you do so, one creature damaged by the spell takes extra damage equal to half the spell's total damage, rounded down. The extra damage is the same type as one of the spell's damage types.

Blood-Forged Accuracy

When you make a spell attack as part of casting a Wizard spell, you can sacrifice additional life force to force the magic toward its intended target.

Before making the attack roll, you can sacrifice Hit Points equal to four times the spell slot's level. If you do so, the attack automatically hits.

Alternatively, you can expend one of your available failed Death Saves to automatically hit with the spell instead. This expenditure is recorded as a sacrificed Death Save and can be restored only when you finish a Long Rest.

Blood-Forged Critical

Before making a spell attack as part of casting a Wizard spell, you can sacrifice Hit Points equal to six times the spell slot's level and expend one available failed Death Save.

If you do so, the spell attack automatically hits and is treated as a Critical Hit.

You can't use both Blood-Forged Accuracy and Blood-Forged Critical on the same attack.

Sacrificial Cost

Hit Points sacrificed through this feature cannot be restored by any means other than finishing a Long Rest until the sacrifice has been completed.

A spell cast using a higher-level spell slot uses that slot's level when determining the sacrifice.

You can't sacrifice more Hit Points than you currently have.

Bloodletting Mastery

Your understanding of sacrificial magic allows you to extract greater power while preserving enough vitality to continue the fight.

Whenever you use Blood Sacrifice, Blood-Forged Accuracy, or Blood-Forged Critical, you can reduce the Hit Point cost by an amount equal to your Intelligence modifier (minimum reduction of 1).

In addition, whenever you finish a Short Rest, you can expend one Hit Die to regain Hit Points equal to twice your Intelligence modifier.

Hit Points regained through this feature don't restore Hit Points that you have permanently sacrificed through Blood Sacrifice.

You can use the Hit Die benefit of this feature only once per Short Rest.

Crimson Conduit

Your body has become a conduit through which life force can be converted directly into arcane certainty.

Whenever you use Blood Sacrifice to empower a spell that deals damage, you can sacrifice additional Hit Points equal to the spell slot's level.

If you do, choose one of the following benefits:

Amplified Blood. Add your Intelligence modifier to the extra damage granted by Blood Sacrifice.

Perfected Casting. One spell attack roll made as part of the spell gains a bonus equal to your Intelligence modifier.

Blood Echo. If the spell forces one or more creatures to make saving throws, choose one creature affected by the spell. That creature has Disadvantage on its first saving throw against the spell.

You can use Crimson Conduit a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a Long Rest.

Life Sacrifice

You have mastered the most dangerous expression of blood magic: turning a living creature's life force directly into magical potential.

When you cast a spell using a spell slot, you can choose yourself or one willing living creature within your reach to become the sacrifice.

The chosen creature immediately sacrifices a number of Hit Points equal to its current Hit Points, leaving it at 0 Hit Points. This sacrifice can't be prevented, reduced, or redirected.

If the sacrifice is another creature, that creature immediately begins making Death Saving Throws with Disadvantage.

If the sacrifice is you, use the following procedure instead:

  1. Roll a d20.
  2. On a result of 20, you are reduced to 1 Hit Point and don't gain a failed Death Save.
  3. On a result of 11–19, you are reduced to 1 Hit Point and gain one failed Death Save.
  4. On a result of 2–10, you are reduced to 0 Hit Points and gain one failed Death Save.
  5. On a result of 1, you die outright. Any magic used to return you to life requires twice the normal material or magical cost.

Arcane Empowerment

The sacrificed creature's Hit Points become a reservoir of magical energy. The spell gains one of the following benefits, determined by what the spell does.

Damage. If the spell deals damage, add the sacrificed creature's Hit Points immediately before the sacrifice to the damage dealt by the spell.

Healing. If the spell restores Hit Points, add the sacrificed creature's Hit Points immediately before the sacrifice to the spell's healing total. Any healing beyond a creature's Hit Point maximum becomes Temporary Hit Points. You choose which creature receives any resulting Temporary Hit Points.

Illusion. If the spell creates or produces an illusion, you can cause one creature, object, or other appropriate element of the illusion to become physically real. The newly real creation has Hit Points equal to the sacrificed creature's Hit Points immediately before the sacrifice.

If the creation is sentient, it possesses only the knowledge that you possessed regarding the subject of the illusion when the spell was cast.

Revivify. If the spell is Revivify, you can instead choose one of the following effects:

  • The target returns to life with Hit Points equal to its Hit Point maximum.
  • The target returns to life with 1 Hit Point, and its Hit Point maximum increases by an amount equal to the sacrificed creature's Hit Points immediately before the sacrifice.

A creature can benefit from the second option only once. If Revivify is cast normally, this restriction doesn't apply.

Other Spells. If the spell neither deals damage, restores Hit Points, creates an illusion, nor returns a creature to life, the spell is instead empowered by the sacrifice. You gain Advantage on any spell attack roll made as part of the spell, and creatures have Disadvantage on the first saving throw they make against the spell.

Cost of Life

A creature sacrificed through this feature can't be restored by ordinary healing magic.

The sacrifice and all consequences of this feature can be reversed only by magic capable of restoring a creature that has died.

Once you use Life Sacrifice, you can't use it again until you finish a Long Rest.

A creature other than you can willingly participate in Life Sacrifice only once per Long Rest.

Once the sacrifice is made, the creature can't withdraw its consent.

Previous Versions

Name Date Modified Views Adds Version Actions
9/19/2026 5:26:18 PM
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2
Coming Soon
9/19/2026 5:37:39 PM
5
0
1.5
Coming Soon

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