Wizard
Base Class: Wizard

By harnessing ancient necromantic techniques you have learned the art of manipulating ones own blood. You can use these abilities to manipulate and destroy your foes, and also to bolster yourself and allies.

Ancient Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy spell into your Spellbook is halved.

Beginning Blood Magic

You learn the Shape Water cantrip, it doesn't count against the number of cantrips you know and it counts as a wizard cantrip for you. When you cast Shape Water you may use it to manipulate the very blood coursing through your opponents. When you cast the shape water cantrip you may spend a spell slot of 1st level or higher. When you do, you may deal 1d4 force damage and push the target up to 5 feet in any direction. When you expend a 2nd level slot, you may deal 2d4 force damage and push the target up to 10ft away. When you expend a 3rd level spell slot or higher you may continue to increase this ability (1d4 extra damage and 5ft more per level of spell slot) or you may force the target to bend to your will. When you expend a 3rd level spell slot or higher the target makes a con save, on a success the spell ends and the target is immune to this effect until the end of it's next long rest. On a fail you may force the target to use all of its attacks on any creatures within range and move up to half it's movement in any direction. (If the target would take damage due to this movement they still get a save like normal) the target of this effect may only be of size medium or smaller and must have moving blood. When you expend higher spells slots you may target one creature size larger. When you expend a 5th level spell slot you may also target creatures that do not have moving blood such as vampires. When you expend a 7th, 8th, or 9th level spell slot you may choose to target and additional target (2 targets for 7th, 3 for 8th, 4 for 9th) and you may choose to target creatures that do not have blood but so have some form of water in them. (Constructs, Plants, Etc. Up the DM interpretation.)

Novice Blood Mage

You now have enough experience with necromancy and blood that it no longer affects you in the same way. You gain resistance to necrotic damage and fire damage including against effects that ignore resistance. Additionally, when you cast a necromancy spell or a spell using one of your blood traits that is not targeted, you may allow 1+the spell slot expended people that you can see to not be affected. 

Adept Blood Mage

Starting at 10th level you know create or destroy water, you always have it prepared, and it counts as a wizard spell for you. Additionally you may expend a 5th level spell slot when casting create or destroy water to target blood.

When you destroy a creatures blood roll 3d20 if 1 of those d20 is 15 or higher, deal 5d8 necrotic damage ignore resistance and the target can not regain hit points. If 2 of the d20s is 15 or higher, increase that damage to 10d8. If all three d20s roll a 15 or higher, the target immediately gains three levels of exhaustion, takes 10d10 necrotic damage ignoring immunity and resistance, cannot gain hit points until the end of it's next long rest, and must make a con save. If the target is still alive and succeeds it's con save it remains conscious even if it would normally fall unconscious, removes one level of exhaustion, and gets a round of opportunity attacks on you. If it fails it immediately falls unconscious even if it would normally have more than zero hit points and it's next long rest does not remove a level of exhaustion.

When you create blood you may create up to 10 gallons of blood in an open container, create 10 gallons of blood to slosh on the floor, or cause it to rain blood in a thirty foot cube within range extinguishing any open flames. Additionally, when you create blood that is not in an open container all creatures in a 60 foot circle must make a dexterity saving throw. On a fail they instantly fall prone and take 3d6 fire damage ignore resistance and immunity acts as resistance as the heat of the fresh blood sears flesh. the ground in the the 60 foot circle becomes difficult terrain. Additionally, whenever a target enters the blood pool, or moves 10 feet or more in a single turn must make a dexterity saving throw or fall prone and take 3d6 fire damage ignore resistance and immunity acts as resistance. As the blood cools and slowly starts to dry the damage weakens. After 30 seconds the damage is reduced to 2d6, after 1 minute the damage is reduced to 1d6, and after 2 minutes the pool is dried and the area becomes normal terrain again. When you cause it to rain, instead of a pool of blood, the effects are constant for the full 2 minute duration. Additionally you may move the blood rain up to 10 feet horizontally. 

Master Blood Mage

You have mastered the art of blood magic. Starting at 14th level you can force anything with even a hint of water to bend to your will. When you cast a necromancy spell, or a spell using one of this subclasses features, those spells ignore all resistances and immunities. Additionally, your resistance to necrotic and fire damage increases. Whenever you can see the source of necrotic or fire damage that you are taking, you instead gain immunity to that type of damage until the end of your next turn. You may use this ability a number of times equal to your Constitution modifier plus your Intelligence modifier. 

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