Base Class: Wizard
Wizards are capable of learning arcane prowess through a number of powerful mediums, but few allow for the level of power in spellcasting as the medium of blood and vital fluids. The Sanguine Master understands this well, and they are the few who are willing to risk harm to their bodies in order to enhance their magical abilities. Expert casters of ritual spells, these unique Wizards are also begged to assist the capabilities of armies, as their capability for enhanced magical power is well-known, although the grisly costs they often demand may be too inconceivable for those of a more benign nature.
In Avalestra, the one place you might find a Sanguine Master willing to openly broadcast their talents is Port Van Des. Only in a city in which moral ambiguity is the order of the day, as is the case in this port city, would you find a Sanguine Master announcing their services. Beyond that, most good-natured individuals are squeamish about the requirements of some of these Wizards to request gallons of blood and vital fluids to assist them in their spellcasting. Despite this macabre demand, once provided with such supplies, the Sanguine Master can work spells that are powerful well beyond the pale of other, more orthodox Wizards and spellcasters. They create powerful rituals quickly, and gain extraordinary power through the use of glyphs, symbols, and runes etched with blood. While the good-natured around them may be extremely squeamish about their methods, no one can begin to argue how potent or effective a Sanguine Master truly is.
Prima Vitae
At 2nd level, Sanguine Masters learn to utilize blood as a medium to empower their magical spells, and the first fluids they learn to use are their own. By quickly pricking themselves with a specially prepared dagger or ritual knife as part of casting the spell, they use their blood to make their magic harder to evade or resist. Whenever you cast a spell, you may inflict 1d4 piercing damage on yourself which ignores any temporary hit points you may have, and you may then choose to add +1 to the spell attack roll or the spell save DC of that spell (chosen when you cast the spell). This bonus increases to +2 at wizard level 14. Spells cast this way become a Blood Spell.
Furthermore, whenever you ritual cast a spell with the ritual tag as a Blood Spell, the casting time of that ritual is reduced by half.
Vital Expertise
Beginning at 6th level, the Sanguine Master learns to exhibit the true power of the blood that they can command. You learn to not only use your own blood for your magical purposes, but to also use the blood spilled by your enemies for tremendous effects. Whenever a non-Undead non-Construct enemy within 30 feet of you is reduced to 0 HP, you instantly and magically extract life essence from it, gaining a Blood Power point. As a bonus action, you may expend Blood Power points for any one of the following benefits:
- You regain 1d4 + your Intelligence modifier hit points for each point spent.
- The next Blood Spell you cast deals 1d6 additional damage of its type for each point spent.
- A friendly creature within 30 feet of you gains 1d6 temporary hit points for each point spent.
You may spend a maximum number of Blood Power points equal to half your Wizard level. You lose all Blood Power points when you finish a long rest.
Additionally, you may extract a Blood Power point from a quantity of liquid blood or vital fluids equal to at least a pint that you can see. The liquid vanishes when consumed in this way. This could be from a large recent blood puddle, or a bottle or bucket of liquid vital fluids.
Flagellation for Nirvana
At 10th level, you learn a unique and powerful ritual. Your teachings so far have been training not only in the arcane arts but in managing pain in your own mind and ignoring its debilitating effects, while drawing magic powers of resistance from blood. You spend an hour self-flagellating with a ritual flail and slashing at yourself with your knife or dagger. At the end of this ritual, your hit point maximum decreases by 10 and you then deal yourself 5d4 piercing damage. This damage ignores resistance, immunity, and temporary hit points you may have. This decrease to your hit point maximum lasts until you finish a long rest. For the next 24 hours after having performed this ritual, you are immune to the following conditions: charmed, frightened, stunned, and exhaustion.
Eldritch-Infused Blood
At 14th level, your mastery of blood as a magical medium has reached its pinnacle, and your very blood has become completely suffused with arcane magical power from your continual workings and experimentation. You may now use your blood and vital fluids to empower your spells in powerful and indeed even miraculous ways. Your blood, when you write magical sigils and runes with it, is capable of reflecting power back into yourself while empowering the spell in a unique synergy, and you now can invoke your blood's powers to enhance spells and resist harm. Whenever you cast a ritual spell and whenever you cast Glyph of Warding, Hypnotic Pattern, Legend Lore, Contingency, Guards and Wards, Power Word Pain, Symbol, Power Word Stun, or Power Word Kill you gain a Blood Power point. Additionally you may now use your Blood Power points as a bonus action for the following additional effects:
- The next Blood Spell you cast is cast as if it were one spell level higher for each Blood Power point spent. When you spend a Blood Power point in this way, each point deals you 1d4 bludgeoning damage.
- The next instance of damage you take until the beginning of your next turn is reduced by 1d6 for each Blood Power point spent.
Additionally, the choice of bonus provided by your Prima Vitae feature improves to +2.
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