Base Class: Wizard
Whether intentional or by accident, you’ve stumbled upon old occult secrets describing magics better left undisturbed. Blood mages understand the power in blood, and have learned to wield it's magical properties. Blood magic is often shunned by colleges and schools teaching the arcane arts. Few wizards with a formal education know very much about the art, and even fewer decide to attempt to learn it. Those who take to the art learn how to use their blood to augment physical and magical attacks and use their own blood to heal their allies.
Blood Sacrifice
Starting at level 2 you’ve learned how to sacrifice your own blood to regain spell slots. You can use a bonus action to cut yourself, dealing 1d4 points of slashing damage per spell slot level. You can regain as many spell slots up to level 5 as you’d like using this method.
Blood Needles
Starting at level 2 you can cut yourself for 1d4 damage to add 1d6 piercing damage to any damaging cantrip or spell. You must decide this before making your attack roll or your target makes its saving throw. If the spell doesn’t require an attack roll or saving throw (such as magic missile) the extra damage hits automatically.
Blood Transfusion
Starting at level 6 you can use your action to cut yourself or a willing target and use the blood to heal a different target that you can see for an equal amount. Both targets must be willing unless the recipient is unconscious. you deal 1d4 slashing damage and heal 1d4 + your intelligence modifier. You heal and additional d4 at levels 5, 11, and 17. If you have consumed a potion of healing no more than 1 minute before using this ability, you also heal an additional d4.
Bloody Blade
Beginning at level 6 you use a bonus action cut yourself for 1d4 damage to add an additional 1d4 of slashing damage + your intelligence modifier to any weapon you can see. Blood forms and hardens on the blade, giving it gnarly serrated edge. This effect lasts for 1 minute.
At level 10 you can select up to 3 weapons at a time, but must take an additional d4 of damage per weapon.
Vampiric Grasp
Beginning at level 10 you can use your action to attempt to grapple with a creature and drain vitality from them. You may choose to use your spell DC instead of rolling for athletics. After being affected by Vampiric Grasp, creatures have disadvantage against being grappled or breaking free until the end of your next turn. You gain 1d6 hit points, and they take an amount of necrotic damage equal to the health you gain. Alternatively, you can use a spell slot to double to amount of health gained and dealt. Creatures that lack blood are not effected.
Controlled Bleeding
Starting at level 14 you have advantage on death saving throws if knocked unconscious due to one of your own abilities. Additionally, you have resistance to all slashing damage that is not self inflicted.
Previous Versions
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10/2/2019 4:04:48 PM
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10/3/2019 6:11:04 AM
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12/16/2019 8:24:41 AM
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12/17/2019 10:52:12 PM
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1/29/2020 5:18:08 AM
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2/4/2020 5:44:13 AM
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