Bloodmage Those who deal with blood magic are often outcast from society. The art is even more hated than necromancy. Wizards who follow this Tradition sacrifice their own life force to enhance their spells. Bloodmages are considered the most deadly magic users, but their self-sacrificial nature means that killing one is a very brief experience. Arcane Blood Beginning when you select this Tradition at 2nd level, you may use your blood as an arcane focus, as long as you are actively bleeding. This can obviously be done with a weapon that does piercing or slashing damage, such as a dagger. Once a wound is opened up, it only stays open for a minute before it seals. In addition, whenever you reduce a creature to 0 hit points, you may choose to kill it instantly. Blood Magic Starting at 2nd level, you are able to enhance your magic with your own blood. You may use a bonus action to roll a number of d6s, up to your Constitution modifier, which total is dealt to you as necrotic damage, which cannot be reduced in any way. For each d6 rolled, you gain 2 blood points. You can use blood points on Blood Boons, which are detailed in the Blood Boon Section. You can use only one Blood Boon when you cast a spell unless otherwise stated. You gain three of the Blood Boon options of your choice. You gain an addition Blood Boon of your choice at 6th, 10th, 14th, and 18th level. Whenever you gain a Blood Boon you may choose a Blood Boon you know and replace it with another Blood Boon. You may only have a number of blood points equal to your wizard level + your INT modifier at one time. All unspent blood points disappear at the end of a long rest. Blood Regeneration Starting at 6th level, you can use an bonus action to reabsorb some of your lost blood. Spend any number of hit dice to gain half the total rolled as hit points. Once you use this feature, you cannot use it again until you finish a short rest. Blood Drain Starting at 10th level, you learn how to extract the life essence from other creatures. Whenever you kill a creature of CR 1/4 or higher with a spell, you gain 3 blood points. Blood Toughness Starting at 14th level, you've become incrediblely familiar with pain. You gain resistance to necrotic damage, except for the damage taken from the Blood Magic feature, and your hit point maximum increases by your wizard level. Whenever you gain a wizard level thereafter, your hit point maximum increases by an additional 1 hit point. In addition, when you finish a long rest you may keep up to 5 blood points. Credit: vesner / deviantart Credit: vesner / deviantart

break Blood Boons Blood Bond When you damage a creature with a spell, you may spend 3 blood points to create a link between them and you. The creature must succeed on a Constitution saving throw or take half the amount of any damage that you take as necrotic damage. This effect lasts for 1 minute. At the end of each of the creature's turns they may repeat the saving throw. You can only maintain one Blood Bond at a time. At 11th level, you may spend 5 blood points to have the creature take full damage instead of half from this effect. Blood Burst When you deal damage with a cantrip, you may spend 2 blood points. Each additional creature within 10 feet of the target(s) of the spell takes necrotic damage equal to half the damage of the cantrip. Blood Bank You learn how to be efficient and consistent with your blood magic. You may choose to take 3 necrotic damage to gain 2 blood points as a bonus action. In addition, your hit point maximum increases by your wizard level, and whenever you gain a wizard level thereafter your hit point maximum increases by an additional 1 hit point. Blood Curdle When a creature fails a saving throw against one of your spells, you may spend 1 blood points to cause the creature to become frightened of you until the end of their next turn. At 11th level, you may use 3 blood points to instead paralyze the creature. Blood Focus When you cast a spell with concentration, you may spend 2 blood points to give yourself advantage on Constitution checks made to maintain concentration on the spell. Blood Harvest When you deal damage with a spell you can spend 2 blood points as you do so. The damage dealt by the spell becomes necrotic. You gain 1d8 hit points. If any target dies from the damage dealt roll 1d12 instead. At 11th level, you may use 4 blood points to gain 2d8 + 2 hit points if it deals damage, or 2d12 + 2 if a target dies. Bloody Hell When you cast a spell with an area of effect, you may spend 1 blood point per creature in the area. Each creature that fails its saving throw of the initial spell is also sent into a frenzy from the scarring sight of blood. They are confused, as if affected by the confusion spell, for 1d4 turns. Bloody Mutation When you summon or create a creature with a spell, you may spend 4 blood points to enhance the creature. It gains 10 temporary hit points, a +2 bonus to armor class, resistance to necrotic damage, and a bonus to its weapon damage rolls equal to your profiency bonus. Bloody Reach When you cast a spell with a range of 5 feet or greater, you may use 2 blood points to double the range of the spell, your life essence pushing the spell further than it would normally go. When you cast a spell with a range of touch, you may use 2 blood points to make the range 30 feet as a bloody hand reaches for your target in place of your own. Blood Sense You may use an action to spend 2 blood point in order to know the location of all creatures within 100 feet of you. You know their exact location as well as their size and their current hit points. This does not work on creatures that don't have blood, such as undead, plants, or constructs. Burning Blood When you cast a spell that requires a melee spell attack or a range of touch and it successfully affects its target, you may spend up to 4 blood points. Deal 1d6 fire damage to the target of the spell for each blood point spent. At 5th level, the damage increases to a d8, at 11th (d10), and 17th (d12) Crimson Tentacle When you drop a creature to 0 hit points, you can use a reaction to spend 2 blood points to create a tentacle from the creatures blood. This kills the creature instantly. The tentacle has 20 health and 10 AC. You may use a bonus action to command the tentacle to attack a creature within 10 feet of it. The tentacle's to hit bonus is equal to your spell attack modifier and its damage is 1d10 + your Intelligence modifier. The tentacle lasts for 1 minute before returning to liquid. At 11th level, you may spend 4 blood points to create two tentacles within 5 feet of the creature. You may use a bonus action to command both of them. Enhanced Blood Regeneration Prerequisite 6th level When you use your Blood Regeneration feature, you gain hit points equal to the total rolled + 1 additional hit point for each die rolled, instead of half the total.