Base Class: Wizard
Instead of focusing on a specific school of magic, you opted into learning a dark taboo, Blood Magic. With this ancient art, you've developed the abilities to fuse blood into your spells and rituals as a replacement material component, often causing greater effects. Those who practice these magics are often feared and thought of as vile beings, and while commonly true, that is not always the case. Some are able to use these magics to heal others.
Altered Blood
Beginning when you select this school at 2nd level, you gain one additional hit die that you can use for healing and Blood Mage abilities. You gain one additional hit die every second level thereafter. When you take a long rest, you recover a number of hit die equal to your level as opposed to half your level.
Additionally, you may spend hit dice to increase the damage of your spells, with each die spent adding 1d6+1 damage to the spell. When spending 3 or more hit die, increase the spells difficulty check and/or attack roll by one. When using 7 or more hit die, increase the difficulty check and/or attack roll by two. The number of hit die you can use at a time is equal to your highest level spell slot.
Blood Transfusion
Starting at 6th level, you're able to manipulate the blood in creatures to heal their wounds or the wounds of others. By using an action, you can cause a willing creature within 30ft to heal by using hit die as if used during a short rest. Alternatively, you can heal another creature within 15ft of your original target, instead. When doing so, your target loses the hit die, and the other creature heals using the hit die and Constitution modifier of your original target. The number of hit die used can be up to your highest level spell slot.
Mana-Infused Blood
Beginning at 10th level, rigorous experiments and constant use of Blood Magic has empowered your blood, making you more resilient and improving the quality of your boosted spells. You gain proficiency in Constitution saving throws, a +2 bonus to death saving throws, and the damage bonus from the Altered Blood feature increases to 1d8+1.
Bloody Empowerment
Starting at 14th level, your improved blood makes you once again more durable. You gain 1 more HP per level. When at half HP or less, all spells cast are treated as if 3 hit die were spent to boost their damage with the Altered Blood feature, but you don't lose the hit die and it does not count towards the maximum number you can use on a spell. You can use hit die to deal additional damage, stacking all effects.
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