Wizard
Base Class: Wizard

Blood Magic, despite it's name, is not an inherently evil or forbidden type of magic. The name Blood Magic was given to this type of wizardry due to its reliance upon the health of the wizard. Many a time has an overzealous Blood Magic practitioner accidentally channeled too much power and caused severe damage to their body. This often results in bloodshot eyes, enervated bodies, and burst blood vessels.

A traditional wizard pulls and pushes the Weave gently to produce magical effects. A Blood Mage attempts to carefully channel a small part of the Weave through themselves while casting in order to more fully manipulate and control the magic.

Blood Exchange

Beginning when you select this school at 2nd level, you can sacrafice hit dice to empower your spells.

When you cast a spell, you can expend one hit die to empower the spell with one of the following effects:

  • If the spell has a more powerful effect when you cast it at a higher level, you instead cast the spell as if you had used a spell slot of one level higher (to a maximum of 9th level).
  • If the spell has a saving throw, the DC increases by half your proficiency bonus (rounded up). This only affects the initial saving throw.
  • The spell requires neither verbal or somatic components, nor material components that lack a cost.

Crimson Rite

From 6th level onward, when you cast a spell, you can, instead of expending a spell slot, expend a number of hit dice equal to twice the spell slot level.

For example, an 18th level wizard can expend 14 hit dice to cast a 7th level Fireball spell.

Blood Borne

Beginning at 10th level, when you cast a spell with your Crimson Rite feature that requires concentration, the spell instead continues for the full duration without requiring concentration.

Free Flowing

Starting at 14th level, you can fully commit yourself to Blood Magic, causing true trauma to your body in exchange forore power.

As a bonus action, you regain a number of hit dice of your choice and your current hit point total is reduced by 1d6 for each hit die regained in this manner.