Base Class: Wizard
You channel the blood of your enemies to power your spells and abilities, granting you and your party boons based on the depth of your sanguine bonds.
Blood is Power
Beginning when you select this school at 2nd level, you can expend a hit die to deal extra damage to a creature when you cast a spell. The extra damage you deal is equal to two rolls of your hit die plus your INT modifier. This extra damage is the same type of damage as the spell you cast. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.
You gain Blood Points whenever you use this feature after you gain access to the Phlebotomize feature.
Writ in Blood
The cost to copy a new spell into your spell book can be reduced to zero. Instead of using fine inks and paper, you can magically supply the ink with your blood, by taking 5 points of damage per spell level of the spell you are copying into your spell book. The damage you suffer can not be healed until you complete two long rests. The time it takes to copy the spell is reduced by half as well if you use your own blood.
Phlebotomize
Starting at 6th level, you can alter the potency of your spells further when you spend Blood Points. Whenever you finish a long rest you gain a number of Blood Points equal to half your Wizard level. These blood points last until you complete another long rest. You can gain more blood points throughout the day by expending spell slots, spending hit dice, or dropping creatures to 0 hit points. When you gain this feature you can choose two options below. You can choose another option at 11th level and again at 17th level.
You can expend a spell slot of 1st level or higher, when you do so, you gain a number of Blood Points equal to the level of the spell slot. Can only be used during the casting of a spell. No action required.
You can expend any number of hit dice as long as it does not exceed your total hit dice remaining and gain a number of Blood Points equal to twice the total amount rolled on the dice. Can only be used during the casting of a spell. No action required.
When you drop a creature to 0 hit points, you gain a number of Blood Points equal to the total number of hit dice that creature had. No action required.
- Hemotoxin- You can spend 10 blood points to add the poisoned or frightened condition to your damaging spells. The target makes a CON save equal to your spell save DC, on a fail, the target is poisoned or frightened for the next minute. The target can repeat the saving throw at the end of each of their turns, ending the condition on a success. No action required.
- Bloody Precision- For every 10 blood points you spend on this feature, you raise your spell attack by +1 until the start of your next turn. No action required.
- Hemorrhage- When you are concentrating on a spell that is affecting another creature, you can spend 10 blood points and use your bonus action to deal damage to that creature. The damage equals two rolls of your hit dice plus your INT modifier. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
- Blood Transfusion- You can channel the damage of your spells into healing to you or your allies. When a creature takes damage from one of your spells, you can spend 10 blood points and your bonus action to instead deal half of that damage to the creature. The other half of the damage becomes healing for you or any one ally within 10ft of the target.
- Hemo Shield- When you are concentrating on a spell that has you as the target, you can spend 15 blood points and your reaction to become resistant to all damage. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
- Irresistible Spell- For every 15 blood points your spend on this feature, you raise your spell save DC by 1 until the start of your next turn. No action required.
Blood Transfusion
You can channel the damage of your spells into healing to you or your allies. When a creature takes damage from one of your spells, you can spend 10 blood points and your bonus action to instead deal half of that damage to the creature. The other half of the damage becomes healing for you or any one ally within 10ft of the target.
Bloody Precision
For every 10 blood points you spend on this feature, you raise your spell attack by +1 until the start of your next turn. No action required.
Hemo Shield
When you are concentrating on a spell that has you as the target, you can spend 15 blood points and your reaction to become resistant to all damage. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Hemorrhage
When you are concentrating on a spell that is affecting another creature, you can spend 10 blood points and use your bonus action to deal damage to that creature. The damage equals two rolls of your hit dice plus your INT modifier. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Hemotoxin
You can spend 10 blood points to add the poisoned or frightened condition to your damaging spells. The target makes a CON save equal to your spell save DC, on a fail, the target is poisoned or frightened for the next minute. The target can repeat the saving throw at the end of each of their turns, ending the condition on a success. No action required.
Irresistible Spell
For every 15 blood points your spend on this feature, you raise your spell save DC by 1 until the start of your next turn. No action required.
Hemoportation
Beginning at 10th level, as an action you can magically teleport to a space occupied by another creature. You must expend a spell slot of 5th level or lower and you teleport up to 30ft away and into another creature. The creature must succeed on a CON save equal to your spell save DC or suffer force damage equal to your wizard level plus your INT modifier and you regain hit points equal to the same amount of damage dealt. Half as much damage and healing on a successful save. You must then use your movement to exit the creature on the same turn. You gain a number of Blood Points equal to the level of the spell slot used when you use this feature and if the creature drops to 0 hit points. Once you use this feature, you can not do so again until you finish a long rest.
Matter over Mind
You gain proficiency in constitution saving throws.
Additionally, whenever you finish a long rest, you regain all your expended hit dice.
Lastly, whenever you finish a long rest, you gain a number of temporary hit points equal to your wizard level.
Previous Versions
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