School of Blood Magic

Not all wizards pursue magic that is looked upon fondly. While some might be destructive or manipulative, few are as reviled as Blood Magic. As a Blood Mage, you willingly injure yourself to empower your magic, even using the damage dealt to you by enemies to defend yourself.

As you grow in power and skill, you learn not only to let your own wounds be felt by your enemies, but also to use your enemies' own life against them.

Hemomancy

Beginning when you select this school at 2nd level, the blood from your wounds harden, and helps shield you from harm. If you take damage that leaves you with less than half your HP remaining, you gain +3 AC for 1 minute or until you are healed to above half health, whichever comes first.

In addition, you gain the Shape Water cantrip, if you do not already already. The cantrip now also affects blood.

Sacrificial Empowerment

At 2nd level, you gain the ability to empower your spells at the cost of your own vitality. Once per turn, you can choose to empower one spell you cast on the same turn, in one of two ways using your Sacrificial Damage die.

Take 1d4 necrotic damage, and add the result to the damage roll of your spell. The damage you take cannot be reduced in any way.

You take maximum possible damage from the sacrificial damage die plus half your level, and impose disadvantage on one enemy, against a saving throw from your spell.

The sacrificial damage die increases as you gain levels, as shown in the sacrificial empowerment table. You can use this feature a number of times per long rest, equal to your Constitution modifier (minimum of 1).

Sacrificial Empowerment Table

Level Sacrificial Damage Die 2nd 1d4 5th 1d6 9th 1d8 14th 1d10 17th 1d12

Circulatory Control

At 6th level, your knowledge of how blood flows through creatures has taught you how to exert direct control over your enemies. As an action, you can make a humanoid creature you can see within 60 feet, make a Constitution saving throw against your Spell Save DC. On a failure, it cannot move or take actions for one minute. At the end of its turns, it can make another Constitution save, ending the effect on a success. As an action on your turn, you can have the target immediately move up to half of its movement and make one weapon attack or unarmed attack against a creature of your choice within range. When you reach 14th level, you can target any creature, not just humanoids.

You cannot concentrate on spells while this effect is applied, and if you take damage you must make a constitution saving throw, as if you were concentration on a spell.

Creatures that do not have blood in their bodies are immune to the effect of this feat (DM's discretion).

Bloody Vendetta

At 10th level, whenever you are dealt damage by a melee attack you can use your reaction to strike back at your attacker with the blood you lose. The attacker must succeed on a dexterity saving throw against your Spell Save DC, or take piercing damage equal to half your Wizard level + your Constitution modifier, or half as much on a successful save. If you are carrying any diseases when you deal damage this way, roll a d100. On a 20 or lower, the target becomes inflicted with the same diseases.

Creatures that do not have blood in their bodies are immune to this effect (DM's discretion).

Maledictus

Starting at 14th level, you have learned to make your enemies more susceptible to your magic. Once per long rest, and as an action, you can bestow a blood curse on a number of enemies equal to your Constitution modifier (minimum of 1), that you can see within 60 feet. The curse lasts for one minute. The curse can be dispeled early using Remove Curse at 4th level, or if you spend a bonus action to consume the curse.

Consume Consuming the curse on a target you can see, will deal 1d10 necrotic damage to the target, and grants you temporary hit points equal to your Wizard Level.

Stolen Vitality Whenever you cast a spell targeting an enemy afflicted by your blood curse, you can use your Sacrificial Empowerment to increase the damage, without expending one of your daily uses.

Eruption Whenever you would deal magical damage to a single enemy that is inflicted with your blood curse, and reduces them to 0 health or less, you can cause their blood to violently erupt from their bodies as part of your spell, instantly killing them. All creatures within 10 feet of the target, must succeed on a Dexterity saving throw against your Spell Save DC, or take 6d6 slashing damage, or half as much on a successful save.

Creatures that do not have blood in their bodies are immune to being cursed (DM's discretion).

Credit: Art by ConteAmarula https://www.deviantart.com/conteamarula/art/Bloodmagic-773333703