Wizard School of Blood Magic

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School of Blood Magic

Blood has always been a conductor of magic. It allows contact across planes, the transfer of power, and even facilitates magic across bloodlines, giving birth to Sorcerers. Despite this, the practice of controlling blood is almost universally taboo. However, some enterprising wizards, undisturbed by such social convention, push forward in the study of blood, using their own to power their magic, and using others' for control.

School of Blood Magic
Level Features
2nd Blood Magic, Vitality Siphon
6th Blood Transport
10th Sanguine Siphon
14th Blood Puppet

Blood Magic

Beginning at 2nd level, you become able to pull power from your own blood to fuel your spells. As an action on your turn, you can spend two of your hit dice to regain a 1st-level spell slot. When you spend hit dice this way, roll them, and you take Necrotic damage equal to half the total rolled. This damage bypasses resistance and immunity, and cannot be prevented or transferred in any way. You can spend and roll additional hit dice when you do this; for each additional die, the slot you regain is one level higher, to a maximum of 5th level. You cannot use Blood Magic to gain a slot of a level higher than you normally posses.

Vitality Siphon

At 2nd level, your knowledge of blood magic allows you to pull vitality from the blood of slain creatures. As an action, you can pull vitality from corpses within 30 feet of you. For each corpse that is medium or larger and has blood in that radius, you regain a number of hit points equal to your Proficiency bonus. You can only pull blood from a corpse once with this feature.

Blood Transcription

At 6th level, you learn how to draw magical knowledge from another creature's blood. When you drink one pint of blood from a spellcaster that has been dead for no more than 1 hour, you learn one spell of a level you can cast, chosen at random, that the blood donor knew or had prepared when it died. Until you finish a Long Rest, you treat that spell as if it is a Wizard spell you have prepared. You cannot scribe this spell into a spell book, ritual book, Book of Shadows, or spell scroll.

You cannot learn another spell in this way until you finish a Long Rest.

Sanguine Siphon

By 10th level, you have learned to draw power from the blood of others at a whim. When you use Blood Magic, you can attempt to drain the hit dice of another creature with blood within 30 feet of you instead of your own. This functions exactly like Blood Magic, including spending and rolling hit dice, as well as the target suffering Necrotic damage that bypasses resistances and immunites that cannot be prevented. An unwilling creature can attempt a Constitution saving throw at advantage, ruining the attempt on a success.

Regardless of whether you the creature is willing or unwilling or succeeds on its saving throw or not, you cannot attempt to use that creature's blood in this way again for the next 24 hours.

Blood Puppet

By 14th level, you have reached the pinnacle of Blood control, becoming able to directly control another creature's body by manipulating its blood. You can use an action to attempt to seize control of another creature's blood. That creature must make a Constitution saving throw.

On a failure, you gain control of that creature as if they were under the effects of Domainate Person regardless of creature type, except that they are not charmed, you cannot communicate telepathically with that creature (though your commands need not be verbal; the commands are carried by the blood magic), you cannot force that creature to cast spells, and any saving throws related to breaking the effect are Constitution saves instead of Wisdom.

Once you have successfully taken control of a creature with Blood Puppet, you cannot do so again until you finish a Long Rest.

 

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