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. For1 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 toattempt 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.