Base Class: Wizard
This school of magic is thought of as taboo. Not many wizards practice it for fear of being shunned or hated by society. Those wizards are fools. This magic can make you a force to be reckoned with no matter the foe. All it takes is a little sacrifice. Luckily the sacrifice doesn’t have to come from you. Take the blood from whomever you choose and cast away the chitter chatter of less powerful creatures. Make all who question your methods bend to your will if you desire.
Blood siphon
You as a bonus action can take the blood of any creature that has already taken damage within a 60ft range. This includes yourself and allies but not creature without blood. Doing so does 1d4 plus your INT modifier of force damage. You can do this until you have max blood orbs.
Blood orbs
- Performing Blood Siphon creates a blood orb that floats around your head. You can make a stack of blood orb of at most 2. Your stack increases when you gain levels in this subclass. 4th(3) 6th(4) 10th(5) 14th(6) 18th(7). Your blood orbs disappear after a long rest.
- You can use a 1 blood orb to power yourself up in a number ways. You can only have 2 power ups prepared but gain more when you level up as a Blood Mage. 6th(3) 10th(4) 14th(5) 18th(6). You can only use one power up per turn.
- You can make a spell that does damage do one spell level higher in damage.
- You can increase the range of your spell by 30ft. Not including melee or touch spells.
- You can choose to target one extra creature for any spell.
- You can make a spell effect last twice as long.
- You can make an AOE of a spell twice as large.
- You can make any spell that targets creatures apply 3d6 bleed damage (force damage) at the end of the targeted creature’s turn. If the spell targets multiple creatures like Bane then choose only one of them.
- You can increase the DC saving throw of your spell by 1. Must be done before you know the out come of your targets save.
- You can change the spell’s saving throw. Example change a CON save to a DEX save.
Utility orb
Attack: You as a bonus action can use 1 blood orb as a projectile at a target within 60ft. Make a range spell attack if it hits the target takes 1d8 piercing damage plus your INT modifier.
Protect: When a creature within 60ft attacks you or an ally you can use your reaction to spend 2 blood orbs and increase your own or your ally’s AC by 2 until the end of your next turn.
Heal: You can use your bonus action to use 1 blood orb to heal yourself or a ally within 60ft for 1d8 plus your INT modifier of hit points.
Blood control
You gain resistance to piercing, slashing, and poison damage and immunity to the poison condition.
Once per long rest you can give one ally resistance to piercing, slashing, poison damage and immunity to the poison condition for one hour.
Full Control
- Full control: You now have the ability to take full control of your enemies. As an action pick a creature within 30ft that has blood and that creature must make a CON saving throw of 10 plus proficiency plus your INT modifier. If they fail the save you once per turn for a minute can make the creature do one of a list of actions. If they succeed they take 5d6 of force damage and you do not gain control. The creature can at the end of their turn try to make another CON saving throw to end the effect.
- Make the creature move half their movement in any direction of your choice.
- Reduce the creature’s movement to zero until the end of their next turn.
- Make the creature attack once at any other creature that is within it’s range. (If the creature has more than one attack this uses one of them.)
- Make the creature take Blood Siphon damage(max) and gain a blood orb.
- Stop the creature from using it’s reaction.
- Make the creature open itself up for an attack. Reduce the creature’s AC by 2 until the beginning of their next turn.
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