Wizard
Base Class: Wizard

You are a sanguimancer, who uses life to augment and amplify spells and abilities. You focus your studies on drawing power from more than just mana, and very quickly you discover how plentiful energy is, if you're willing to endure a little pain. 

Sanguimancers, commonly known as "Blood mages", are often seen as even more heinous and untrustworthy than necromancers, but the majority are simply scholars who were seeking knowledge and went a little too far. Some sanguimancers are genuinely evil, but most never hurt anyone besides themselves.

Sacrifice

Starting at 2nd level, you begin to draw power from your own life force. Whenever you lose health in a way which makes you bleed (such as being sliced by a sword), your next spell attack gains a +1 bonus to hit.

Cruomagi

At 2nd level, you have learned to tap into your own body's hidden power. Choose one of the Sanguinathema (known colloquially as "Thema") listed below. You may choose an additional one at 6th and 10th level.

While invoking a Sanguinathema, but before it affects the target, you can choose to amplify it by losing health equal to your Sanguinathema die, which is 1d4 at 2nd level, and will become 1d6 at 6th level and 1d10 at 10th level. An amplified Thema gains an additional effect, noted in the description.

You may use each Thema once per short or long rest.

Blood Bandages

You learn a song which affects the blood of your allies so that it can more effectively heal their wounds. After 1 minute, you may cause all friendly creatures within earshot to regain hit points equal to your Sanguinathema die. If the creature does not have blood, it does not gain this effect.

Augment. All friendly creatures within earshot also gain temporary maximum hit points equal to two times your Sanguinathema die, that lasts until the dawn of the next day.

Blood Effigy

As an action, you can choose to enhance one magic item you are wearing or wielding. For 1 minute, you can use this object as a spellcasting focus, and if it has charges, it gains 1d4 additional charges. If the number of charges it is holding is greater than its normal maximum after 1 minute, it returns to its maximum.

Augment. For the next 10 minutes you create a duplicate of the chosen magic item out of enchanted blood. This item functions exactly like the original, but does not need to be attuned to as long as you are attuned to the original object, or if it does not need to be attuned to. You may not duplicate Legendary or rarer magic items, and anything created by the duplicate magic item, as well as the duplicate itself, will dissolve into blood after 10 minutes. 

Blood for Blood

You learn the darker side of sanguimancy, draining the blood from others. Once per turn, you can deal an extra damage equal to your Sanguinathema die to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon, but you may act as if you have 16 Dexterity, if you do not already have a higher Dexterity score. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. This feature does not require a short rest to be used again.

Augment. You may use a spell attack instead of a weapon attack, and if you do so you can choose to lose health equal to a number of Sanguinathema die equal to the spell's spell slot level instead of consuming the spell slot.

Blood Mage

Choose one wizard spell of 3rd level or lower. It takes half the amount of time and gold to copy this spell into your spellbook. When you cast this spell and use this feature, you may cast this spell at its lowest level without consuming a spell slot. 

Augment. After you cast this spell, you may use the 2nd level wizard subclass features connected to that school of magic for 10 minutes.

Blood Rage

You stir yourself into a blood frenzy, activating your most primal instincts. As a bonus action, you gain proficiency with all melee weapons for 1 minute, or until you dispel Blood Rage using a bonus action. When you make a melee attack, act as if you have 16 Strength, if you do not already have a higher strength score, and gain +2 to your attack and damage rolls with melee weapons. You may not cast or concentrate on spells while using Blood Rage. 

Augment. You are able to turn your spellcasting focus into a melee weapon of your choice forged from blood for 1 minute. It acts in all respects as the mundane weapon, but its attacks count as magical. Additionally, you become resistant to bludgeoning, slashing, and piercing damage for 1 minute, and are allowed to cast cantrips during Blood Rage.

Blood Sense

You can use an action and lose health equal to a number of Sanguinathema die of your choice. For 1 minute per number of dice, you can sense whether the following types of creatures are present within 3 miles of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Augment. This feature now reveals the creatures' location and number, but you are unable to determine the identity of the creatures.

Blood Surge

You speed up your own blood, granting you faster reaction times. As a bonus action, you can grant yourself an additional action this turn. However, you lose health equal to your Sanguinathema die.

Augment. You may take an extra attack on each of your actions, and all weapon attacks gain damage equal to your Sanguinathema die.

Blood Transfusion

You learn to transfer your blood your allies. As an action, you can lay your hands on a friendly creature and heal them for a maximum of your wizard level hit points. 

Augment. You may heal an unlimited amount of hit points, but for each hit point above your wizard level, lose one health. You do not need to roll the Sanguinathema die to augment this ability.

Bloody Fists

You learn to augment your muscles to strike harder and faster. As a bonus action, you may make two unarmed strikes against a creature. These strikes deal bludgeoning damage equal to your Sanguinathema die, and while you are attacking you may act as if you have 16 Dexterity, unless your Dexterity score is already higher.

Augment. When you use Bloody Fists, you may additionally take the disengage action or make a third unarmed strike.

Bloody Invocations

You learn to bend your power to create dark spells. Choose one spell from the Warlock spell list. You may cast it once per long or short rest using your highest spell slot.

AugmentIf the selected spell deals damage, you may add your Sanguinathema die and Intelligence modifier to the spell's damage.

Channel Blood

You learn to manipulate the blood-filled minds of beasts into fearing for their lives. As an action, each beast that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Augment. Your ability also affects humanoids with 8 Intelligence or lower. Additionally, you may make one attack against affected creatures while still keeping them turned.

Font of Blood

You learn how to turn your power from one form to another. As a bonus action, you may perform one of two actions. You may either consume one spell slot in order to regain hit points equal to a number of Sanguinathema die equal to the spell slot level, or you may lose hit points equal to a number of Sanguinathema die in order to regain that level of spell slot.

Augment. If you consume a spell slot that would cause you to regain more hit points than you have, you gain temporary maximum hit points equal to the amount over your maximum hit points. If you regain a spell slot that would cause you to drop to 0 hit points, you instead drop to 1 hit point, including the Sanguinathema die's damage.

Shape Blood

You learn to embrace the wild, primal side of sanguimancy. As an action, you may form a beast of CR rating 1/4 or lower from blood for 1 minute. This creature is friendly towards you, and understands one language of your choice. This creature acts independently of you, but will follow orders you give it. After 1 minute, or if the creature drops to 0 hp, it turns back into a puddle of blood.

Augment. You may either choose a beast of CR rating 1/2 or lower instead of 1/4, or you can choose to make the creature survive until the dawn of the next day.

Scab

Starting at 6th level, you can use your blood to protect yourself. As a reaction, if you are being attacked but do not know whether you are hit or not, you may take damage equal to two times your Sanguinathema die and gain AC equal to your Intelligence modifier for that round (minimum of 1). You may do this a number of times equal to the number of faces on your Sanguinathema die per long rest.

Additionally, your Sanguinathema die is now a d6.

Efficient Empowerment

Beginning at 10th level, you begin to use your life-force more expertly. Whenever you cause yourself damage due to a Sanguinathema, make a Constitution saving throw against your own spell save DC. If you succeed, you only take half damage from Sanguinathema.

Your Sanguinathema die is now a d10.

Forbidden Source

At 14th level, you learn to tap into the blood of others to fuel your magic. When you target a creature with a spell, you can choose to make them make a Constitution saving throw against your spell save DC. On a failed save, they take additional damage equal to your Sanguinathema die, and you gain hit points equal to half that number, rounding down. You may use this feature a number of times equal to your Constitution modifier per day.

Additionally, gain 2 Constitution, unless it would put your Constitution score above 20.

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