Base Class: Wizard
Like the Schools of Enchantment and Necromancy, the School of Blood Magic has its ethical quandaries. Many wizarding institutions fail to teach the discipline, or outright suppress it. It's not without good reason - to say nothing of the horrors a master blood mage can inflict upon others, a novice or reckless blood mage can kill themselves through use of blood magic. Still, to many, the School of Blood Magic seems to offer an easy path to power - and inevitably, some wizards find themselves walking down that path.
Blood Magic
At 2nd level, you have learned to use your own blood to cast your spells.
You can use an action to cast a spell using your hit point maximum in lieu of a spell slot. Select a spell that you can cast and have prepared. Roll a number of your wizard hit die equal to the spell level of the spell selected. Subtract the result from your hit point maximum - if it is not 0, you cast the spell as part of your action.
The damage to your hit point maximum cannot be restored by healing magic of any kind. Your hit point maximum is restored only upon completion of a long rest.
Truth in Blood
Starting at 2nd level, you can retrieve the secrets in a creature's blood as easily as reading the text of a scroll. By ingesting the blood of an intelligent creature, you can glean information from it as if casting the speak with dead spell. You can do this even if the creature in question is not dead.
Purity of Blood
Starting at 6th level, your precise control over your own blood offers you considerable protection against foreign agents of the blood. You gain resistance to poison damage and immunity to the poisoned condition. Additionally, you have advantage against any saving throw you make against a poison effect.
Sacrificial Blood
Beginning at 10th level, you have learned how to use the blood of others for your blood magic. Once per rest, you can choose to heal yourself or use your Blood Magic class feature using the blood of another. Choose a target - they must make a CON saving throw using your spell save DC. On failure, you may either cause them to take necrotic damage equal to half your wizard level * d6, whereupon you heal for the amount of damage taken, or you may use your Blood Magic feature using their hit die.
Blood Puppeteer
At 14th level, you are able to manipulate blood with such precision that you can control others like a macabre puppeteer.
Choose a number of creatures equal to your INT modifier - have them make STR saving throws against your spell save DC. Creatures that are a CR of a quarter of your wizard class level (rounded down) or below make this save with disadvantage. On failure, you gain control of the creature's physical actions - you may use your action to compel the creatures under your control in this way to use their move actions, bonus actions, or standard actions however you wish. Each creature under your control can remake their save at the end of each of their turns.
Creatures that do not have blood are immune to this feature, e.g. constructs, elementals, or undead.
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