Wizard
Base Class: Wizard

You may have been taught this magic by a recluse teacher, or perhaps you stumbled into the basics while studying other schools. However you arrived here, you have discovered the power lying dormant within the blood of all things. There is great power here, but at what cost? 

Hale Caster

At level 2, you may use your Constitution modifier in place of your Intelligence modifier as your spellcasting ability modifier.

Equal Exchange

Starting at level 2, you may cast a spell you know without expending a spell slot by sacrificing your vitality. If you do, you suffer 5 damage per level of the spell, and you reduce your hit point maximum by the same amount. This reduction in hit points can only be healed by a long rest or through the Exsanguination feature. 

If a spell cast this way requires material components, you may pay that cost in blood instead. You may suffer 5 damage per level of a spell cast with this feature instead of paying material component costs for that spell. This damage may be healed normally.

Flesh Ward

By level 6, you have learned to fashion protective wards with your own blood. Once as a bonus action, you may suffer an amount of damage up to your character level. You then gain Temporary Hit Points equal to the damage suffered. You have resistance to nonmagical slashing, piercing, or bludgeoning damage(chosen when you activate Flesh Ward) while you have Temporary Hit Points from this feature. You regain use of this feature after a short or long rest.

Exanguination

Starting at level 10, you may drain the life energy from defeated foes and unsuspecting victims. If a creature within 5ft of you is unconscious or paralyzed, you may drain them as an action.

The creature must roll a Constitution saving throw against your spell save DC. If it fails, it suffers 1d6 necrotic damage, and you heal a a number of Hit points equal to the damage dealt. If you concentrate (as if concentrating on a spell) you may repeat this action on subsequent turns, causing another Constitution saving throw each time. Increase the damage dealt by 1d6 for each subsequent turn spent draining a creature.

If a creature succeeds a saving throw against this feature, you cannot target that creature with this feature again for 24 hours.

If a creature dies as a result of this feature, you may instead choose to heal your Hit Point Maximum (up to your normal maximum) if it has been reduced by Equal Exchange. 

Master Transfuser

By level 14, you have learned to effectively pull every last ounce of power from your blood. When you cast a spell using your Equal Exchange feature, it gains one of the following options:

- You may treat the spell as if it were cast one level higher than you cast it. This can cause a spell to be cast at a higher level than you have spell slots for.

- You may reduce the Hit Point Cost and Maximum Hit Point reduction of casting the spell by 5.

- You may double the Hit Point Cost and Maximum Hit Point reduction of casting the spell. If you do, all dice for the spell are considered to have rolled their maximum.

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