Wizard
Base Class: Wizard

The art of Blood Magic is an ancient and forbidden arcane tradition thought to be lost to time. Those who learn to practice this taboo art flirt with death to empower their own abilities as well as the ability to manipulate the life force of others.

Blood Magic

Starting at 2nd level, you learn to sacrifice your life essence to fuel your magical abilities further than most. As a bonus action on your turn you can expend a Hit Die to replenish your spell slots by losing life equal to the roll on your Hit Dice. You must expend a number of hit dice equal to the spell slot level regenerated. In addition, you learn the Life Drain cantrip which is a wizard spell and does not count against your number of cantrips known.

Armor of Blood

Starting at 2nd level, you have learned to channel your life force into your defenses. As a bonus action you can activate your Armor of Blood which grants you a bonus to your AC equal to your Constitution modifier. At the start of each of your turns, as long as your Armor is active, you lose life equal to a roll of your Hit Dice. You may dismiss the Armor at will.

Forced Coagulation

 Beginning at level 6, you have learned to manipulate the blood of other creatures. As an action, you may expend a Hit Dice and lose life equal to the roll to cause the blood of a creature within 30 feet to solidify temporarily. The target must make a Constitution saving throw against your spell save DC, if the creature fails its blood hardens and becomes paralyzed until the end of your next turn. A creature that does not have blood is immune to this effect.

Empowered Armor of Blood

Starting at level 10, you have learned to use blood to empower your spells. While your Armor of Blood is active you can add your intelligence modifier to the damage of any wizard spell you cast.

Blood Boil

At level 14, you have mastered the art of manipulating a creatures’ life force to a lethal point. As an action you can cause a creature’s blood to boil that is marked by your Armor of Blood. The creature suffers 10D8 necrotic damage, if the creature dies the body explodes and each creature within 10 feet must make a Dexterity saving throw. On a failure, each creature suffers half the damage dealt to the initial creature. Once you use this feature you cannot use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes