Base Class: Wizard
Instead of focusing on a specific school of magic, you opted into learning a dark taboo, Blood Magic. With this ancient art, you've developed the abilities to fuse blood into your spells and rituals as a replacement material component, often causing greater effects. Those who practice these magics are often feared and thought of as vile beings, and while commonly true, that is not always the case. Some are able to use these magics to heal others.
Sanguine Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a healing or necromancy spell into your spellbook is halved. Your studies of blood makes you proficient in the medicine skill.
Blood Spells
starting at 2nd level, when selecting this school of magic, you gain the ability to use your own blood instead of magical components.
you may spend 1 of your Hitpoints to replace any component needed for a spell that has a monetary value of 10 GP, you may use this as many times as needed to replace materials with a higher cost. Additionally you gain +1 hit points per level.
As a reaction you can cause your blood to become a blood sheild.Whenever you take damage from a creature that you can see, that creature takes necrotic damage equal to your wizard level + intelligence modifier. This feature can only affect a creature once per turn.
When you find blood from a creature that's been dead no longer than 48 hours, you can go through the creatures memory and learn one piece of information.
- The creatures name and type
- How the creature died
- The creatures societal role
- The previous task of the creature
you learn an additional piece of information at 6th,10th, and 14th level.
Hematic recovery
Starting at 6th level, you add a d6 die to your healing spells that target everyone but yourself.
Whenever you casts a spell that deals necrotic damage, you regain hit points equal to your intelligence modifier.
Additionally you gain the ability to recover spell slots using blood magic. Taking a minute of concentration, you may sacrifice a number of your hit-die no greater then 5 to regain a spell slot of the level equal to the number of hit-die you sacrificed. roll these dice and take this much damage. once you used this feature, you cannot do so again until you finish a long rest.
Empowered Hemomancy
Beginning at 10th level, You gain proficiency in Constitution saving throws ,your Hit points maximum cannot be reduced and you become immune to disease and poison.
You gain the power to control the actions of a single creature, making them your blood thrall. A creature you can see within 60 feet makes a Constitution Saving Throw against your Spell save DC, on a failed save, the creature falls under the effect of a Dominate Monster spell for the next minute. The creature you target must have blood in order for this effect to take hold.you must maintain Concentration on this effect for it to last as though you are concentrating on a spell. A creature that resists the blood magic takes 5D8 Necrotic Damage from the strain this magic puts upon it's body.once you have used this feature, you cannot do so again until you finish a long rest.
Blood Devourer
at 14th level, your expertise with blood magic reaches it's peak. you gain the ability to cast Vampiric touch at will, and learn how to draw energy out of others to fuel your blood magic.
you can cast vampiric touch as a 4th level spell at will without needing concentration. and you can target a creature up to 30 feet away.
Additionally, when successfully hit a creature with an attack, you can use your bonus action to draw some of their blood for you to consume.When you do so, choose one of the following affects. You cannot use this feature again until after a long rest.
Blood Reservoir:You consume the blood and you gain temporary hit points by half of the damage dealt to the creature. This ends on a long rest.
Blood Shape: After consuming the blood, Until you finish a long rest, you can cast alter self as an action without expending a spell slot to look like the creature you consumed. you have advantage on charisma checks made to pass as the creature you altered yourself to be. when you use this feature, the spell lasts for 4 hour.
Blood Defense: You consume the strength of the creature. Until a long rest you gain one damage resistance or condition immunity that the creature had.
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