Base Class: Wizard
Blood Mages are an ancient sect of arcane practitioners, specialising in the focus of their abilities through expending their own vitality. Different to sorcerers where the innate magical talent lies in their blood, these wizards are specialists in alchemical abomination and deviation to allow them to manifest their learned abilities.
Most other arcane practitioners consider this practice abhorrent and unnatural, but stories of elder Blood Mages being able to access seemingly unlimited depths of spellpower are certainly a fightening proposition for any that would stand in their way.
Blood Magic
2nd-level Blood Mage feature
Whenever you cast a spell from your wizard spellbook using a spell slot, you can instead choose to channel your spellcasting through your own vitality. As part of casting the spell roll a number of damage die from the table below equal to the level of the spell slot being consumed.
You take necrotic damage equal to the total value rolled and the casting of the spell does not consume a spell slot. This damage is taken before the spell is cast.
1-3 - d4
4-6 - d6
You can do this a number of times per long rest equal to your proficiency modifier
Sanugine Recovery
6th-level Blood Mage feature
As a bonus action you can expend your vitality to replenish your ability to cast spells. The Spell Slots can have a combined level equal to your proficiency bonus.
You can use this feature twice per short rest. When you use this feature you gain one point of exhaustion. Exhaustion gained in this way can only be removed with a long rest.
Corrosive Vitae
10th-level Blood Mage feature
You becmoe a specialist in manipulating vitae into a corrosive poison.
When you cast a spell that deals necrotic damage on a creature that is not a construct, if the spell requires and attack roll it has advantage or if it requires a saving throw the target has disadvantage.
In addition, you have resistance to necrotic damage and spells you cast that deal necrotic damage ignore resistance.
Your resistance to necrotic damage is not applied to damage taken from your Blood Magic feature.
Blood Storm
14th-level Blood Mage feature
As an action, you can magically unleash magical energy that attacks the blood of hostile creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a hostile creature, that is not a construct, starts its turn within 30 feet of you, it must make a constitution saving throw (DC: {{savedc:int}}).
On a failed save, it takes 3d12 necrotic damage, and is inflicted with inflict one of the following effects until the start of the creature's next turn:
- If the creature fails the save by 3 or less, they have disadvantage on attacks against you
- If the creature fails the save by 4-5, they are considered blinded and does not benefit from extra senses such as tremorsense
- If the creature fails the save by by 6 or more it is considered paralyzed
On a successful save, it takes half as much damage, and suffers no additional effects
Once you use this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
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