Wizard
Base Class: Wizard

As a bloodletter, you have been initiated into the art by a member of the ten Sanguinari. Or, if you're lucky, by the Great Sanguinus himself. As a member of the order of the Crimson Dagger you have sworn to increase your knowledge and power, and to destroy the weak of the world. Your powers are drawn from your blood, and the blood of other mortals. It is bound only by your mind and your ambition. There are few members of the order in this world, and fewer who rise to greatness.

Blood Savant

Beginning when you select this school at 2nd level, you may spend a long rest studying the blood of a dead creature. You gain no benefits from the rest, but may add any spells the creature knew to your spellbook, ignoring class restrictions. Suffer three levels of exhaustion each time this feature is used.

Furthermore, whenever you spend hit points to enhance spells or activate abilities, you reduce your maximum hit point value by that amount. You regain hit points lost this way after you complete a long rest.

Blood Arts

At 2nd level, you gain the ability to enhance your spells using your blood. When you gain this ability, you choose two Blood Arts. You gain an additional Blood Art at 5th, 8th, 11th, 14th, 17th, and 20th level.

Bind with Blood

Whenever you hit a creature with a spell attack, you may spend 5 hit points to force the creature to make a Strength saving throw against your spell save DC. If the creature fails they become restrained as tendrils of blood stretch forth and bind the creature. A creature is not restrained on a successful saving throw. A restrained target may use its action to make a Strength saving throw, ending the effect on a success.

Blade of Blood

When you gain this Art, reduce your maximum hit points by 10. Your Sanguine Dagger becomes a rapier. You may use your intelligence modifier for attack rolls with that weapon. You gain proficiency with rapiers.

Blood Magic

You may use hit points to pay the material cost for spells you cast. You may spend 3 hit points for each negligible material component, and 10% the GP value of nonnegligible material components. At 15th level, the cost is reduced to 1 hit point for each negligible material component, and 5% the GP value of nonnegligible material components.

Blood Rain

Whenever you cast a spell with a single target, you may spend 30 hit points to cause a 20ft radius of blood to rain from the sky. Each creature within the radius must make a Constitution saving throw against your spell save DC. If a creature fails this save, they take 4d6 Acid damage and are blinded for 1 minute. A creature takes half as much damage on a successful save and is otherwise unaffected.

Blood Thinner

Every 1 hit point you spend is worth 2 hit points for your spells and abilities. This includes hit points used form other creatures.

Bloodied Cloak

You may use your action to spend a number of hit points less than, or equal to, your level to drench your clothing in blood. You gain temporary hit points equal to 4 times the number of hit points you spend. You may use this feature a number of times equal to your Intelligence modifier per long rest.

Blood's Endurance

Whenever you fail a saving throw, you may spend 15 hit points to attempt the saving throw again, you must keep the new roll.

Bursting Vein

Whenever a creature within 60ft of you fails a constitution saving throw, you may use your reaction and spend 20 hit points to cause the creature to take 4d6 necrotic damage as multiple blood vessels around their body burst. Whenever the creature attempts an action in combat, it must make a Constitution saving throw against your spell save DC. On a failed save, it takes 1d6 necrotic damage, loses its action, and can't take reactions until the start of its next turn. The effects last until the creature takes 10 days of rest, or is affected by a greater restoration spell. At 15th level, you can use this feature whenever a creature fails a saving throw of any kind, excluding death saving throws.

Crimson Shield

You may use your reaction to spend a number of hit points equal to a maximum of twice your level to surround yourself in a sphere of blood. You increase your armor class by half the amount of hit points you spend, rounded up, until your next turn. You may use this feature a number of times equal to your intelligence modifier per long rest.

Explosive Throb

Whenever you cast a spell with a single target, you may spend a number of hit points to twice your level to cause sharp pain to affect each creature within 30ft of the target, including the target. Each affected creature must make a Constitution saving throw against your spell save DC as their heart violently shudders. Each creature who fails takes 1d6 necrotic damage for every 2 hit points you spent and cough up blood equal to the number of hit points lost. If a creature succeeds the save, they take half as much damage, and cough up half as much blood.

Forked Drain

Whenever you cast a spell with a single target, you may spend 15 hit points to copy that spell, you must choose a different target for the copy.

Leeching Aura

When you gain this Art, reduce your maximum hit points by 15. Whenever you deal damage with a spell or with your Sanguine Blade you gain hit points equal to the damage dealt.

Red Vision

You gain darkvision out to 60 feet., but instead of seeing in shades of grey, you see in shades of deep red. You may also see warm blood as if it were glowing a flaming red. You can see this blood even in magical darkness. This sight can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Spiraling Blades

Whenever you cast a spell that causes more than one creature to make a saving throw of any kind, you may spend a number of hit points equal to, or less than your level. Choose a number of creatures equal to your proficiency modifier. Each creature chosen this way takes an additional 1d4 slashing damage for every 1 hit point spent this way on a failed save and half as much on a successful save.

Thirst for Blood

As an action, you drink the blood of another creature. Make a melee spell attack against the target. You gain hit points equal to twice the damage dealt.  Hit points gained this way can raise your maximum hit point value. You may use this feature once per long rest.

However, whenever a creature bleeds, you must make a DC 15 intelligence saving throw or be forced to attack the bleeding creature and drink its blood. Your hit point maximum resets whenever you complete a long rest.

Resilience of Blood

At 6th level, you gain immunity to disease and poison damage and can not be poisoned.

Bloodshed

Beginning at 10th level, you gain the ability to draw on another mortals blood for your arcane abilities. Whenever a creature loses hit points from certain damage types, you may draw blood of equal hit point value into an orb in your hand. You may draw from the orb for your abilities rather than your own blood. Slashing damage draws blood equal to the damage dealt, piercing damage draws blood equal to half the damage dealt, and bludgeoning damage draws blood equal to 10% of the damage dealt. Other amounts are determined by the spell damage effects. The Dungeon Master determines these values.

Sanguimancer

Spending hit points no longer reduces your maximum hit points. You may draw from blood to heal yourself and others of injuries and effects. You may spend 10 minutes and 30 hit points to remove all conditions, curses, diseases, and injuries from a creature you touch. This ritual induces one level of exhaustion for yourself.

Comments

Posts Quoted:
Reply
Clear All Quotes