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Bioop Macia Ha. POWER. YOU SEEK POWER? You want me to give you the amulet ofan ancient hero? Brew ‘you an elixir from dragons’ tars, perhaps? No, child: true ‘power does nat came so easily- nor so cheaply. All the power ‘you need already flows in your veins. The only question is whether you have the stomach to make use of. ‘Tue Liguip oF LirE ‘You practice the ancient and forbidden art of blood magic, This arcane tradition does not draw on magically rich blood ‘of demonic or draconic bloodlines. Rather, it taps into the ever-present potential in all blood, the tiny spark of the endless force of life. Through their own blood or the blood of their foes, these wizards tap into this power and weave it into their arcane magie to produce varied effects Wizards of this tradition are rare, partially due to the sinister nature of many of their practices and partially because the tradition is considered dangerous and sel: destructive, and thus looked down upon in most places. They are most often found in secretive cabals or as disciples of ‘vampires and demon lords from whom the knowledge was passed on, Cass FEATURES Power oF BLoop [At 2nd level when you choose this tradition, you begin to understand how the innate power of blood connects to arcane energy. When you use your Arcane Recovery feature, ‘you can exchange any number of regained spel slot levels to regain the same number of hit dice instead. When you reach 6th level any hit dice you gained from the ‘wiaed class become d8s. Yoor hit point maximum doesa't change and continues to increase by 146 + your Constitution ‘modifier when you gain a wizard level but any further hit dice you gain from the class are d8s. ‘AL 10th level any hit dice gained from your wizard class, become dl0s instead Bioop Macic Also at 2nd level you learn to expend your life force to create and empower magical effects. You learn blood rites that are fueled by your hit dice. Blood Rites. You learn two blood rites: Blood Component and another blood rite of your choice, detailed under "Blood Rites" below: Many blood rites enhance a spell in some way. You can only use one blood rite per spell ‘You learn an additional blood rite of your choice at 6th, 10th and 14th level Each time you learn a new blood rite, you an also replace one blood rite you know with a diferent one. Hit Dice. Yous use your regula pool of hit die to fuel your biood rites, A hit die is expended when you use it in this way. Using a hit die for a blood rte requires that you have an ‘open wound on your body. Ifyou have not taken piercing or slashing damage within the last minute and you don't have a bleeding wound, you can use a bonus action to cut yourself with a held sharp object, using the object's regular damage dice unmodified by any ability scores to calculate the damage. Saving Throws. Some of your blood rites require your target to make a saving throw to resist the blood rites effects Use the regular spell save DC for your wizard spells. Bioop REAVE ‘Beginning at 6th level you have learned how to harness: power from the blood of others. When a creature with blood within 5 feet of you takes slashing or piercing damage, you ccan use your reaction to gain one temporary hit die. This hit die is in addition o your regular hit dice and can exceed your hit dice maximum. It nsts until the end of your next turn Ifit is not used before then, it disappears. UNABATING LIFE By 10th level. your endurance has reached superhuman levels. Whenever you finish a rest, you regain one additional hit die. In addition, whenever you roll a natural 20 on a death saving throw, you immediately regain hit points equal to 1410 + your Constitution modifier BLOODSENSE ‘Starting at 14th level you are able to hear the pulse and smell the blood of ereatures around you. You automatically detect all creatures with blood within 20 feet of you. You can make Perception checks to differentiate between creatures within your detection range using this sense alone. you are detecting a creature using this eense, you are considered to have line of sight to it for the purpose of targeting it with spells. Ifthe spell cannot physically reach the creature (such as a spell requiring a spell attack ora fireball spell against a target on the other side of a solid barrier) this ability does not grant it any special ability to affect that In addition, when you roll to determine the extent of the injuries ofa creature with blood that is within your detection range, you can make a Wisdom (Arcana) check instead of a Medicine check. Boop RirEs ‘The blood rites are presented in alphabetical order. ‘Armor of Flesh. On your turn, you can use an action and expend one hit die to empower your blood with defensive ‘magic. For a number of hours equal tothe hit die roll your AC equals 13-+ your Constitution modifier as long as you are not wearing armor and not wielding a shield Bloody Blade. On your tur, you can use a bonus action and expend one hit die to enhance a held weapon with your ‘blood. When you do s0, choose one weapon in your hand. For 1 minute oF until you are no longer holding the weapon, whenever you hit a creature with the weapon, roll adie equal tothe expended hit die. The creature takes extra necrotic damage equal to the number rolled. Blood Component. When casting a spell with a verbal, somatic or material component, you can expend one hit die toreplace one of those components with your blood. Choose either the spell's verbal, somatic or non-costly materia component, Your blood replaces that component entirely for this easting ofthe spell Ifthe spell deals damage, add the hit die roll to that damage. If the spell has a costly material component, you can replace it with a blood sacrifice. As part ofthe action to cast a spell instead of providing 2 costly material component, you can use a held weapon that deals slashing or piercing. damage to slay one restrained or incapacitated creature with blood within 5 feet of you ifit currently has 10 hit points or less. That creature's blood replaces the spells costly material component. More expensive material components require greater sacrifices If gpel's material component is worth up to GP. you can sactifice a small eritcer, such a8 a squirrel of rat. Its material component is worth less than 1000 GP, you can sacrifice a large animal such as a goat or pig. IPthe material components are worth 1000 GP or more, you must sacrifice 1 sapient being for each 1000 GP of the total price (rounded up) When sacrificing multiple creatures, you can only slay one creature per round The spell's casting time increases to accomodate the number of creatures required to pay the ‘component price in blood. While casting a spell in this wa it. your concentration is broken or you spend a round ‘without using your action to sacrifice a creature within 5 feet before the casting is completed, the spell fails but the spell sot is still expended Boil Blood When you deal fire damage to one or more creatures with blood using a spell you can expend one hit die to superheat their blood Roll a die equal tothe expended it die at the beginning of each target's turn for I minute. The creature takes necrotic damage equal tothe result. Itcan make a Constitution saving throw at the end of each ofits turns to end the effect. Crimson Arrow. On your turn, you can use an action to expend a number of it dice up to 1/4 of your wizard level (rounded up) to create magical missiles from your blood For teach hit die expended, you create a single crimson arrow ‘which deals force damage equal to the hit die expended to create it. Each arrow hits a creature of your choice that you can see within range. The arrows all strike simultaneously, and you ean direct them to hit one creature or several. Like the darts created by the magic missle spell these arrows hit automaticaly, but are blocked by any effects that block magic missiles, such as the shield spell Crimson Empower. When you cast a spell that deals damage, you can expend one hit die o empawer it with ‘crimson energy. Until the beginning of your next turn, use dice equal to the expended hit die to calculate the spel’s damage instead of whatever dice the spell normally uses. ‘Decoagulation. When a creature with blood within 10 feet of you takes slashing or piercing damage, you can use your reaction to expend one hit die to prevent the blood in its new ‘wound from clotting and cause a bleedout. The creature immediately takes necrotic damage equal to the die result. At the beginning of each ofits turns, the creature makes a Constitution saving throw. On a failed save, it expends one of, its own hit dice and takes necrotic damage equal to the result. Ifthe creature has no hit dice left and fails this saving throw, it falls unconscious. Destiny Bond. On your turn, you can use a bonus action and expend a hit die to bind your fate tothe fate ofa touched creature, Make a melee spell attack against a creature with blood You must be able to smear your blood on the target's body with this attack, For 1 minute of until either you or the target is dead roll a die equal to the expended hit die whenever one of you takes damage. The other one immediately takes paychic damage equal to the result Ione of you dies during this time, the other immediately ‘makes 2 Constitution saving throw against your spell save DC. On a failure, the creature drops to 0 hit points immediately and begins dying. ‘A remove curse spel or similar ability used on the target cends this effect early. Dilute Blood When you cast a spell that targets one oF ‘more creatures with blood but doesn't deal damage, you can expend one hit die to dillste their blood. Each affected target takes necrotic damage equal tothe hit die roll and makes a Constitution save, regardless of the result of its save against the spell’ base effect. On a failure, it gains one level of exhaustion (a creature can have no more than one level of exhaustion as a result ofthis ability) Freeze Blood. When you deal cold damage to one or more creatures with blood using a spell you can expend one hit die to freeze their blood. The spell deals extra necrotic damage ‘equal tothe hit die roll and the creatures make a Constitution saving throw. On a failed save, they become paralyzed until the end of their next turn Iavigoration. When you cast a wizard spell of Ist level or higher as an action, you can use a bonus action to expend a hit die to heal your wounds. Regain hit points equal tothe hit, die roll+ your Constitution modifier Life-Seeking Spell When you make a ranged spell attack against a creature with blood or an undead creature, you can expend one hit die to have the attack home in on its life force. ‘Add the hit die roll to the spell attack roll the attack and the spell can travel around corners and other creatures to strike its target as long as it is within the spell’s range. Tt also ignores half and three-quarters cover. Linked Spell When you target a single creature with blood using a spell you can expend one hit dic to expand the spell’s energy to other nearby creatures. The target and all creatures with blood within 5 feet oft take necrotic damage equal tothe hit die rol ‘Mark of Blood On your turn, you can use a bonus action and expend one hit die to curse one creature with blood within 30 feet of you. The creature must be bleeding or have fan open wound The curse lasts for a number of hours equal to the hit die roll and requires concentration as if concentrating on a spell You can always sense the direction toa cursed creature as long as tis on the same plane of existence. In addition, the first time each turn you hit the target witha spell attack, the target takes an extra die of damage from the spel. ‘A remove curse spell or similar ability used on the target ends this effect early. ‘Memento Mori. When you cast a spell that affects one or ‘more creatures with blood, you can expend one hit die to attempt to instill mortal fear in their hearts, Each affected, creature that has less hitpoints than its hit point maximum takes psychic damage equal to the hit die roll and makes a Wisdom saving throw, regardless ofthe result of ts save against the spell's base effect. Ona failure, the creature becomes frightened of you. Puppet of Flesh. When you cast a spell that targets a single creature with blood and doesn't deal damage, you can expend one hit die to attempt to gain control ofits body by ‘manipulating its blood. The creature makes a Constitution saving throw. On a failure, you concentrate on this blood rite as if concentrating on a spell and gain control ofthe target's body for 1 minute. You can issue general commands to itas a bonus action or take precise control over it as an action to ecide its specific movement and action on its turn. The creature remains conscious and in its right mind while its body is being puppeteered. Whenever you force it to make a roll involving an ability score it ean use its reaction to impose disadvantage on that roll ifit s proficient with saving throws involving that ability score. ‘At the end of each ofits turns, the target can repeat the saving throw, ending the effect ona success. Each time a creature makes a saving throw against this blood rite, roll a die equal to the expended hit die. The creature takes necrotic damage equal to the result ‘Rush of Fortitude. When you make a Constitution saving throw but before you know whether it succeeds or fails, you can expend one hit die to reinforce your endurance. Add the hit die roll to your saving throw. ‘Spark of Life. When you cast a spell that creates an undead creature under your control such as animate dead or create undead, you can expend one hit die per creature created to entich their fase life force with your awn blood, Whenever such a creature begins its turn with less hit points than halfits hit point maximum while under your control i can use a bonus action to roll a die equal to the expended hit ie and regain hit points equal to the result Tainted Spell When you deal damage to one or more creatures with a spell you can expend one hit die to attempt topoison those creatures. The spell deals extra poison damage equal tothe hit die rll and the targets make a Constitution saving throw. Ifthere is more than one target, each makes this saving throw with advantage. On a failed save, a target is poisoned for 1 minute. It can repeat the saving throw at the end of each of its turns to end the effect.

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