Base Class: Wizard
The dread secrets of Blood Magic are as incredible as they are terrifying, allowing a wizard to access overwhelming power—if they're willing to pay the crimson price. As a practitioner of these grisly arts, you do not favor a traditional school of magic, and instead focus on the ability to augment spells through the perilous spilling of blood. One who dabbles in these taboo techniques is most commonly known as a blood mage.
The term Blood Magic is the collective name of arcane practices used to convert life force into power, also known as the scarlet arts. Most societies fear blood mages and forbid their lurid studies, considering them both wicked and exceptionally dangerous, although a blood mage is not inherently evil. The mysteries of its power are typically learned away from prying eyes, whether gleaned from the lessons of a dubious master, from an ancient spellbook, or your own grim experiments.
Many people confuse Blood Magic with necromancy, but the truth is that the two practices are opposites. Necromancers harness the power of death, whereas blood mages harness the power of life. A blood mage is similar to a cleric focused on healing, but employs their practices in reverse—whereas the cleric uses their magic to restore life, a blood mage does the unthinkable, and instead consumes life to empower their magic.
Crimson exchange
At 2nd level, you have learned to boost your spells with the power of blood.
When you cast a wizard spell with a spell slot, you can choose to take damage to empower the spell:
- You can boost the level of a spell by one level at the additional cost of 4hp.
The damage you take as part of this feature ignores resistance and immunity, and does not require you to make a Constitution saving throw to maintain your concentration. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a short rest.
Additionally, you can use a dagger as a spellcasting focus for your wizard spells.
Grave Robber
Through the further study of this dark and lost magic, you can now feed yourself with the blood of your enemies.
At level 2, after your spell reduces an enemy to 0 HP you can absorbe the last life force that is in him to regain HP equal to Intelligence modifier.
Crimson mastery
Your further studies on this ancient knowledge led you to master its fundamentals.
At level 6, now you know how to take the most out of someones life. If an enemy is bloodied, you can use his blood to empower your spells in the next two ways:
- You gain advantage on your roll to hit or can cause disadvantage on their save at the cost of 6 hp. Usable a number of times equal to your proficiency per long rest.
- You ignore resistance for this spell only. Can be used after casting at the cost of 10hp
Blood wound
Starting from level 10 you adquired the spell Blood wound:
You make the blood of your enemies boil in an area of 30ft. from you. It has a casting time of 1 action, cant be used as a reaction or bonus action.
Each enemy in the area must make a DC 16 Constitution saving throw. They take 4d8 damage on a failed save, or half as much damage on a successful one. Also if they fail the save, gain advantage on your spells against them for 1 min. Enemies without blood are inmune to all its effects.
You can use this feature 2 times per long rest. You regain any expended uses when you finish a long rest.
Blood slave
In level 14 you adquire the spell Blood slave:
At the cost of 30 HP you take total control of the body of your enemy by controlling his blood flow. They must make a DC 14 Constitution saving throw, if failed you take total control of them for 1 hour or until they are harmed or attacked. The spell takes 1 action to cast, cant be used as a reaction or bonus action.
You can use this feature 1 time. You regain any expended uses when you finish a long rest
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