Blood Magic

Often a magic deemed unethical or dangerous, Blood Magic taps into the very resources of life itself: blood. Blood Mages study the inner workings of the bodies of all living creatures. The anatomies of the living are an avenue of magic often overlooked. Pain is all but a means to an end for a Blood Mage, and a true Blood Mage never has to ask himself if he has worked hard enough to manipulate his body for his own magic use.

Blood Focus

At 2nd level, you have learned to manipulate the blood in your veins as a catalyst for your spellcasting. Small cuts in your hands and arms can be used as a spell focus for the purposes of casting a spell.

Health Through Pain

Starting at 2nd level, your mastery of the life force present inside yourself allows you to add your Intelligence modifier to the total health gained by spending hit die. In addition, you regain all expended hit die when you finish a long rest.

Bloody Empowerment

Starting at 6th level, you can drain the magical essence of your blood to empower your spellcasting. When you cast a spell, you may spend a hit dice to cast the spell as if you cast it one level higher. For example, if you cast the Fireball spell using a 3rd level spell slot and you spend a hit dice to empower it, the spell now has the damage of a 4th level Fireball.

Life Syphon

Beginning at 10th level, your study of blood magic extends beyond your own body. As an action, you may target a creature that has blood within 60 feet of you which you can see to begin syphoning the life force within them. The target must succeed a Constitution saving throw against your wizard spell save DC or become drained by your magic for the next minute. While in this state, the target is restrained, and at the end of its turn, it gains a point of exhaustion, and you regain a spent hit dice. You cannot have more hit die than your hit die maximum. At the beginning of each of its turns, the target can attempt another Constitution saving throw. On a success, this effect ends, but the exhaustion must be removed by normal means. Once you use this ability, you can't do so again until you finish a long rest.

Master of the Living

At 14th level, you know the exact location of any creature that has blood within 30 feet of you. In addition, your mastery of blood gives you control over all blood on the battlefield. When you use Bloody Empowerment to spend a hit dice, you may force a creature that has blood within 30 feet of you to make a Constitution saving throw against your wizard spell save DC to spend its hit dice instead of yours. This ability does not work if the target has no hit die to spend.