Base Class: Wizard
Nothing inspires as much wild-eyed terror as the Blood Mage. Wizards of this school take the raw energy of life and twist it to their own purposes. They can corrupt and control, and sustain their power by consuming the health of others, willing or not. The effects can be vile, but this specialization isn't limited to madmen and monsters. Many see it as the only form of magic that is truly free, because it's tied to the physical, not the God's Weave. It remains an undeniably violent and self-destructive discipline, however, the Blood Mage must be careful. The temptation to take just a little more is always there and the judgement of the Gods is undeniable.
Hemomancy
Starting at level 2, you can cast spells from the wizard spell list by spending one hit dice per spell level or spending hp equal to the value rolled by a number of hit dice equal to the spell level (to cast a level 3 spell you lose 3d6 hit points or spend 3 hit dice). This feature can reduce you to 0 hit points.
Sacrifice
Starting at level 2, your studies of hemomancy have given you the ability to steal the life force from a living creature.
As an action, you can choose a living creature within 60 feet of you and roll a number of that creature's hit dice equal to your intelligence modifier, dealing necrotic damage equal to the result and regaining hit points equal to the damage dealt, the creature can attempt a constitution saving to reduce the damage taken by half.
Creatures without blood are unaffected. You can use this feature a number of times equal to your intelligence modifier between long rests.
Blood Slaves
Starting at level 6, you can use your action to take control of the blood from a recently dead humanoid creature.
To do this, you need a creature that has been dead for less than 24 hours that had blood. When you use this feature, all the blood is drawn from the creature of your choice, creating a Blood Zombie that will last until the body has been dead for 24 hours. This creature uses the Zombie statistics.
The Blood Zombie is loyal to you and will follow your commands and protect you. You can also spend its hit points in order to cast spells through it, spells cast in this way use the blood zombie as their point of origin but use your spellcasting modifier to determine attack bonus and spellcasting DC.
You can use this feature a number of times equal to half your proficiency bonus rounded down between long rests.
Hemorrhage
Starting at level 10, your mastery over blood magic is such that you can use your action to force the blood out of your enemies.
You focus your concentration on a single creature within 60 feet of you, that creature must succeed on a constitution saving throw. On a failure, the creature takes 8d8 necrotic damage and is stunned until the start of your next turn as its blood painfully pushes its way out of its skin. On a success the creature only takes half damage.
Creatures without blood are unaffected. You can use this feature a number of times equal to your intelligence modifier.
Exsanguinate
Starting at level 14, you have mastered the deepest intricacies of hemomancy, allowing you to use your action to draw the blood from living creatures within a 30-foot radius of you to fuel yourself.
Each creature of your choice within the area of effect must succeed on a constitution saving throw, taking 4d6 necrotic damage on a failure or half as much on a success. You recover hit points equal to half the necrotic damage dealt.
Creatures without blood are unaffected. You can use this feature once between long rests.
Previous Versions
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1/28/2021 2:02:43 PM
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