Wizard
Base Class: Wizard

Blood Wizards often emerge after having discovered ancient knowledge on the practice of bloodletting, and the harvesting of arcane nutrients from willing or unwilling creatures. While most begin by simply absorbing the power of dead creatures, it is often only a matter of time before the living too fall prey to the ever expanding hunger of an increasingly demonic spectre.

Hemorrhage

Starting at 2nd level, you gain the ability to use vials of the blood of a humanoid, or your own, as an arcane focus. You can create a blood vial by cutting yourself or a willing creature with anything your DM deems reasonable, dealing 2d6 slashing damage. You can also harvest the dead body of a medium or greater sized humanoid that has blood, spending 1d20 minutes to extract a number of pure vials from each body. You extract 1d4 vials from a medium creature, 1d6 vials from a large creature, and 1d8 from a huge or greater creature.

Blood Magic

Starting at 2nd level, you can cast wizard spells using your blood. Rather than using a spell slot, you can cast a spell by paying a Blood Price, cutting yourself with anything your DM deems reasonable and letting your blood writhe through the air as you weave your magic. The Blood Price deals a number of d6s to you in magical slashing damage equal to the spell slot level you wish to cast the spell at. You may only use this feature to cast spells that you have prepared from your spell book, and cannot cast spells that would restore health. If the damage makes you fall to 0 hit points, or kills you, you don't go unconscious, or die, until after the spell resolves.

Blood Savant

Starting at 6th level, you may use vial(s) of blood in place of your own to cast blood magic, decreasing the final number of d6s required for the Blood Price by two per vial spent. The maximum number of vials you may use is determined by the spells level:

  • 1st-3rd: One vial.
  • 4th-6th: Two vials.
  • 7th-9th: Three vials.

Blood Empowerment

Starting at 6th level, whenever you cast a spell using Blood Magic, you may add additional d6s to the spells Blood Price to gain one the following features (can be stacked multiple times to gain repeated or additional features):

  • Cost - 1d6: Increase the range of the spell by 5ft in any direction.
  • Cost - 2d6: Increase the number of willing targets you may select with the spell by one.
  • Cost - 3d6: You gain advantage on any one attack roll made by the spell.
  • Cost - 4d6: Increase the number of hostile targets you may select with the spell by one.
  • Cost - 5d6: (once per spell) Any saves made against the spell have disadvantage.

Vampirism

Starting at 10th level, you gain resistance to slashing damage, and gain the ability to use living enemies as fuel for your evil magic. As an action, you can drain some of the life essence of a nearby non-undead enemy that has blood within 30ft of you. The target must make a Constitution saving throw or take 4d6 necrotic damage as some of their lifeblood is forcefully torn from their body, taking half damage on a save, and granting you the same amount dealt in temporary hit points. You may use this feature three times between short or long rests.

Absolute Drain

Starting at 14th level, you may siphon away the remaining vitality of a humanoid corpse to the ashes, transmuting their essence into a spell slot equal to half the creature's CR. This ability can be used a number of times equal to your intelligence modifier before you must take a long rest (min. 1). 

Blood Wizard Image

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