Base Class: Wizard
The School of Blood Magic is an ancient one, forbidden in many circles and schools that teach witchcraft and wizardry. Similar to the study of names, Blood Magic focuses on granting stronger spell connections via a more direct connection to the target: their blood. Often times Blood mages can be found with multiple vials of blood, with friend and foe clearly marked.
The connection that blood gives over a body is extremely powerful, and as such many that study blood magic focus on controlling and enchantment magic, as blood provides a direct connection to bodily functions.
Bonus Proficiencies
At second level, you gain proficiency in the Medicine skill and one language of your choice.
Blood Boons and Banes
Starting at 2nd level, you can bend magic to assist or hinder creatures through the power of their blood, and even use that blood as an anchor to affect others around them. The Bane and Bless spells are wizard spells for you, and you add them to your spellbook. You always have them prepared, yet they don’t count against the number of spells you can prepare.
You can cast either spell without expending a spell slot if you expend at least an ounce of their blood as part of casting it. You can cast the spells in this way a number of times equal to your half of your Intelligence modifier rounded up (a minimum of once), and you regain all expended uses when you finish a long rest.
Blood Link
At 6th level, you gain the ability to manipulate the force of your spells when you cast them using a vial's worth of the targets blood.
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When you gain this feature, you learn two Amplifications, which give your spells additional power
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Using an Amplification. You can use one Resonant when you cast a wizard spell with a spell slot and speak the true name of one creature targeted by the spell. Speaking the name is part of casting the spell.
You can use Resonants a number of times equal to half of your wizard level (round down), and you regain all expended uses when you finish a long rest.
Amplifications
- Absorption. When you cast a spell that deals damage to the named target, you gain 3d6 temporary hit points. The number of temporary hit points you gain increases by 1d6 when you reach 10th level (4d6) and 14th level (5d6) in this class.
- Devastation. If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell.
- Dissolution. The first time the named creature takes damage from the spell, that creature takes an extra 2d8 force damage. The extra force damage increases by 1d8 when you reach 10th level (3d8) and 14th level (4d8) in this class.
- Nullification. If the named target is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on an Intelligence check with a DC equal to 10 + the level of the chosen spell.
- Puppetry. The first time the named creature takes damage from the spell, you can knock the creature prone or move it up to 10 feet, either directly toward you or away from you.
- Sympathy. If the named creature is within range of the spell, you can target the creature with the spell even if you can’t see the creature or it has total cover against the spell.
Absorption
When you cast a spell that deals damage to the named target, you gain 3d6 temporary hit points. The number of temporary hit points you gain increases by 1d6 when you reach 10th level (4d6) and 14th level (5d6) in this class.
Devastation
If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell.
Dissolution
he first time the named creature takes damage from the spell, that creature takes an extra 2d8 force damage. The extra force damage increases by 1d8 when you reach 10th level (3d8) and 14th level (4d8) in this class.
Nullification
If the named target is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on an Intelligence check with a DC equal to 10 + the level of the chosen spell.
Puppetry
The first time the named creature takes damage from the spell, you can knock the creature prone or move it up to 10 feet, either directly toward you or away from you.
Sympathy
If the named creature is within range of the spell, you can target the creature with the spell even if you can’t see the creature or it has total cover against the spell.
Blood Connection
Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell affected by an Amplification, you also gain a +2 to saving throws to maintain concentration on that spell.
Ruthless Assault
At 14th level, you have learned how to bypass a named creature’s defenses against certain types of damage. When you cast a spell that deals damage to a creature and consume a vial's worth of the target's blood as part of casting the spell, you can cause the spell to deal force or psychic damage to the creature, instead of the spell’s normal damage type.
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