Base Class: Wizard
You have discovered an ancient and forbidden school of magic. Giving you power over your blood and the blood of others. Blood mages can be extremely powerful. Some choose to use their magic for good while others may find themselves becoming lustful for power
Blood magic Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a blood magic spell into your spellbook is halved.
Blood Tendrils
As an action you can shoot tendrils of blood from your fingertips.
You inflict 1d6 necrotic damage to an target within 30ft.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)
Blood absorption
At 2nd level, you can pull the blood from an opponent and absorb it into your body.
As an action you can expend a 1st level spell slot to target a creature within 30ft, the target must make a Constitution saving throw, the target takes 1d8 + int modifier necrotic damage on a failed save or half as much on a successful save. You regain hp equal to damage delt.
This doesn't effect undead or constucts.
Blood charge
At 6th level, you can use an action to sacrifice your own blood to restore spell slots.
1d8 damage for every lvl of spells. E.G 1d8 damage for 1st lvl, 2d8 for 2nd lvl, 3d8 for 3rd lvl etc.
Blood rune
Beginning at 10th level, You can spend 10 minutes to sacrifice a medium creature and create a rune from the blood on the ground. If you create a second rune in a different location the two become linked, stepping on either of the runes causes you to teleport to the other. The runes can be easily be erased unless a second sacrifice is performed to give the rune magical warding. The ritual can be repeated an unlimited amount of times, to create a network of blood runes.
Brink of death
Starting at 14th level When you fall unconscious you can use your reaction to spend a spell slot of first level or higher to force an enemy within 60 feet of you to make a constitution saving for versus your spell saved DC on a fail they take 1d6 in necrotic damage and you regain hit points equal to the amount of damage dealt. On a success they still take the damage but you are not healed.
You can not use this feature again until you finish a long rest.
This doesn't effect undead or constucts.
The damage is increased by 1d6 for every spell slot you use above 1st level.
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