Wizard
Base Class: Wizard

There was once a time, aeons ago, where the power of magic was beholden only to those whose blood contained it. Such power was coveted by others and some people would go through great lengths to even begin to approach such power. In time, the first wizards would emerge, turning the power of magic into a study, a science to be taught to those with the mental capabilities to understand it. However, even in the present day, there are those who have some knowledge of the power that resides in the blood of a living creature.

Those wizards who delve into the secrets that reside in their own blood are known as aimanomancers and they are careful to guard their secrets from those with a lesser understanding of such things. Too often is their power confused with the darker forms of blood magic, which often requires unwilling sacrifices, which is why they are often considered secretive by their peers and companions.

Ritual Scarification

At 2nd level, you have hardened your body to physical harm through ritual scarification, allowing you to use your special abilities more often. Your maximum hit points is increased by your Wizard class level. In addition, whenever you receive damage, you may use your reaction to gain 5 temporary hit points after the damage is dealt. You may use this ability a number of times equal to you Intelligence modifier (minimum of 1), which recharge after a long rest. At 10th level, this increases 8 temporary hit points and at 15th level to 12.

Sanguine Power

Starting at 2nd level, you can use the power within your own blood to enhance the spells you cast. As an added somatic component to the casting of the spell (which does not alter the casting in any other way) you must draw your own blood. The amount of blood is inconsequential, it is the shedding of the blood that powers this ability, so you could use a needle to prick your finger, a knife to cut your arm or you could bite your own tongue. In the same vein, the amount of damage you take is not in proportion to the amount of blood shed.

You take damage equal to twice the spell slot you expend to cast the spell, with cantrips counting as a 1st level spell slot. The spell becomes more powerful through your blood, choose on of the following effects: add +2 to the spell's attack roll, add +2 to the spell's damage roll or increase the Spell save DC by 2.  

Spilt, Not Spoiled

Starting at 6th level, when you are damaged, you may store half the amount of damage (rounded down) as Blood Energy Points, which remain stored for a number of rounds equal to your Constitution modifier (minimum 1). You may use these points with your Sanguine Power class ability, as if you had damaged yourself. This does not remove the somatic component it adds to your spells, as you trace sigils with your own blood. NOTE: damage to temporary hit points is not converted into Blood Energy.

Magic to Life

Beginning at 10th level, you may expend a spell slot to heal yourself, the amount of hit points you heal is 6 per level of the spell slot. You may use this ability a number of times per long rest equal to your Intelligence modifier (minimum of 1). You cannot heal damage you dealt to yourself through Sanguine Power with this ability, if it was dealt to you within the last minute. At 15th level, if you expend at least a 5th level spell slot for this ability, you may treat it as if you cast Mass Cure Wounds at the level of the spell slot as well. You may not target yourself with this secondary effect.

Transfer Essence

At 14th level, you have such an intricate understanding of the workings of your own life force, that you can transfer it to others. Once per long rest, at the expenditure of 30 hit points or Blood Energy Points, you may cast Resurrection as an action, requiring only verbal and somatic components. You can only target a dead creature that hasn't been dead for longer than a week and (note: if the creature was undead before, any period it spent undead counts towards 'being dead'). After this period of time, the life force you are transferring is too fleeting to restore the creature to life. 

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