Wizars arcane tradition: Blood magic

by aqua4426

Search GM Binder Visit User Profile

Arcane Tradition: Blood Magic

You have learned how to use blood as a resource to empower your spells and are learning new spells to that uses blood as its fuel. With this knowledge you either be risk taking hero or a literal blood thirsty wizard that can even topple a few vampires.

'

Blood Well

Starting at 2nd level, you can use blood to fuel your magic and discover new form of magic with willing or unwilling participant. You gain blood point equal to your wizard level +constitution modifier and you gain access to blood spells . You can use blood points you take force damage die times the blood points used to add die roles to damage spells or add die roles to blood spells.

Blood Points
Level Damage per Point Damage Boost die
2nd d4 d4
6th d6 d6
10th d8 d8
14th d12 d10

• Bonus to non-offensive spells are 5ft extra range per point.

• And bonus AC or temporary Hit points equal to the role results +constitution modifier to summoned creature.

• And for transportation spells it’s a extra creature per blood point

Blood discipline

At 2nd level you gain proficiency with the Healer’s kit and Herbalism kits. You also gain proficiency in the Medicine skill if you already didn’t have proficiency in it.

Blood torrent

Starting at 6th level you can recover Blood point by killing creature excluding construct and most undead except vampires with blood spells. You recover blood points equal to 1D8 and healing yourself by 1d6 once per short or long rest. The dice count increase per feature level.

Blood torrents per level
Torrent Blood dice's recovery Blood Healing dice
6th 1d8 1d6
10th 2d8 2d6
14th 3d8 3d6

Heart of raw magic

At 10th level you feel magic in every beat of your heart and no longer need a spell focuser. Once per a long rest with you take damage that would have killed you regardless of how or from what you will survive with one hit point and can cast one spell as a reaction except for 6th, 7th and 8th level spells. You gain Immunity against poisons and diseases. And you can now be found with spells like detect magic.

Avatar & Harbinger of blood

At 14th level you gain these features:

Blood avatar:

Letting your conscious go you become a being of pure blood and gain AC equal to your level +Constitution modifier with a flying speed of 60ft. And you can now use all your blood spells as a bonus action and gain these action to do. All blood spell with (BA) on it can be cast without blood points in Blood Avatar.

Blood Form:

The wizard can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Whelm:

Each creature in the wizard's space must make a DC 15 Strength saving throw. On a failure, a target takes 2d8 + constitution modifier bludgeoning damage. If it is Large or smaller, it is also Grappled (escape DC 14). Until this grapple ends, the target is Restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The wizard can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the wizard's turns, each target Grappled by it takes 1d8 + constitution modifier bludgeoning damage. A creature within 5 feet of the wizard can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

Cost for blood avatar:

10 blood points and one 6th level spell slot or higher. While you are the blood avatar you can’t be healed by any other creature except by your own actions. Can be trigger as a reaction by heart of raw magic but you will lose 14 of your blood points this way.

Harbinger of blood:

Crystallization of a high amount of blood to form a scythe out of it, which you are proficient with and you can lend allies this scythe too. This scythe count as a magic weapon to ignore resistance. The scythe saps life from its victims. Cost one 6th level or higher spell slot and 4 blood points. Scythe of the harbinger (martial weapon) Damage: 2d6 (slashing) +3 magic damage Properties: Heavy, reach, magic Heals 2d4+constitution modifier of hit points to the wielder and 1d6 to the wizard who made it when he is in blood avatar.

Explosive Touch

At 14th level your touch can ignite the blood of a creature a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 14 blood points. The target must make a Constitution saving throw, and it takes 2d10 force damage per blood point spent on a failed save, or half as much damage on a successful one.Explosive Touch can only be use once per long rest.

Credit: Kyounghwan Kim

Blood Spells list

Cantrips (0 Level)
  • Blood Whip(BA)
1st Level
  • Crystal blood shards (BA)
  • Blood glow
2nd Level
  • Ensnaring pool (BA)
  • transfusion
4th Level
  • Feiry crystalic claws(BA)
  • Freezing crystalic blade(BA)
  • Blood ignation (BA)
  • crystelic blood armor (BA)
  • Voluntary donor
5th Level
  • Unvolentary donor
  • Fatality mender
  • Blood rain (BA)
  • Feast of the dweller (BA)
  • Emotion whipe
6th Level
  • Create blood beads
7th Level
  • Strings of the puppeteer
8th Level
  • Blood moon (BA)
  • Blood flood (BA)
9th Level
  • Vamperic slayer javelin (BA)

Blood Spells

Blood Whip (BA)

Cantrip Transmutation


  • Casting Time: Bonus Action
  • Range: Self
  • Components: V, S, M (1 Blood point)
  • Duration: 1 hour

You infuse your blood with magic and made a whip which you are proficient with it has the standard properties of a whip but increases by an extra 1d4 at level 6(2d4), level 10(3d4) and level 14(4d4).

Crystal Blood Shard(BA)

1st Level Transmutation


  • Casting Time: Bonus Action
  • Range: 120 feet
  • Components: S, M (1 Blood point)
  • Duration: Instataneous

Crystallizing droplets of blood you blast them at the enemies you can see within for 1d6 force damage you can fuel it by adding extra 1d6 per blood point.

Blood glow

1st Level Transmutation


  • Casting Time: Bonus Action
  • Range: touch
  • Components: S, M (1 Blood point and 6 phial)
  • Duration: 1 week

Make your blood glow in a phial with the same lighting range as a torch.

Ensnaring pool (BA)

2nd Level Transmutation


  • Casting Time: Action
  • Range: 30 feet
  • Components: S, M (3 Blood point)
  • Duration: 3 hour

you can make a 30 feet radius pool of blood in any unoccupied space you can see and any enemy creature that passes thru that space must succeed on a DEX save or get ensnared in the pool till their next turn to repeat that save and escape if successful,

Transfusion

2nd Level Necromancy


  • Casting Time: Bonus Action
  • Range: 60 feet
  • Components: S, M (2 Blood point)
  • Duration: Instataneous

By taking damage from the blood points you can heal a creature by that amount of hit points.

Feiry crystalic claws

4th Level Transmutation


  • Casting Time: Bonus Action
  • Range: Self
  • Components: S, M (2 Blood point)
  • Duration: 6 months

They manifest as a pair of Gauntlets of fire that emanates from his fists up to his elbows when used. When you or a designated creature wield this weapon as if your proficient with it, it does 1d8 bludgeon or piercing damage + 1d6 fire damage and counts as a +3 magic weapon to ignore resistances.

Freezing crystalic blade

4th Level Transmutation


  • Casting Time: Bonus Action
  • Range: Self
  • Components: S, M (2 Blood point)
  • Duration: 6 months

This blade is the physical manifestation of the cold infused with your blood. When you or a designated creature wield this weapon as if your proficient with it, it does 1d8 slashing damage + 1d6 cold damage and counts as a +3 magic weapon to ignore resistances.

Blood ignation

4th Level Transmutation


  • Casting Time: Bonus Action
  • Range: 60 feet radius
  • Components: S, M (4 Blood point and blood anywhere in the area)
  • Duration: Instataneous

Ignite blood into bursting flames in the radius any creatures in the areas that are on fire takes 2d6 fire damage or you can use this spell to add that much damage to another blood spell as bonus damage.

Crystalic blood armor

4th Level Abjuration


  • Casting Time: Bonus Action
  • Range: Touch
  • Components: V, S, M (3 Blood point)
  • Duration: 1 hour

You gain 15 temporary hit points and 5 AC for the duration. An ally creature gains 5 temporary hit points and 1 AC per level for the duration.

Voluntary donor

4th Level Necromancy


  • Casting Time: Bonus Action
  • Range: 30 feet
  • Components: V, S, M (A willing creature)
  • Duration: Instataneous

They willingly take the damage of your next blood point usage

Unvoluntary donor

5th Level Necromancy


  • Casting Time: Bonus Action
  • Range: Touch
  • Components: V, S, M (an incapacitated creature)
  • Duration: Instataneous

Take the blood of an unwilling creature that has been incapacitated equal to they take the blood point damage instead of you for your blood spells. \page

Fatality mender

5th Level Necromancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (8 blood points)
  • Duration: Instataneous

Heal a creature for twice the result of your blood point’s roles and remove any condition they had and can restore a few lost limbs.

Blood rain (BA)

5th Level Transmutation


  • Casting Time: Bonus Action
  • Range: Self (5-miles radius)
  • Components: V, S, M (6 blood points)
  • Duration: 8 hour

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. All enemy creatures under the rain has disadvantage on their saving throws.

Feast of the dweller (BA)

5th Level Evocation


  • Casting Time: Bonus Action
  • Range: 60 feet
  • Components: V, S, M (6 blood points)
  • Duration: 1 hour

By using either your ensnaring pool spell or just a creature bloodied corpse when an enemy creature step in its radius they must succeed on a dexterity saving throw or take 3d6 piercing damage by a crystal blood shark with a human face named the dweller and then they must make a WIS saving throw or be frightened from that.

Emotion whipe

5th Level Enchantment


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (4 blood points)
  • Duration: 8 days

Each creature in touch distance must make a Charisma save. A creature can choose to fail this save. If a creature fails it’s saving throw they become immune to the spells and actions that causes them to be charmed or frightened or feel any emotions at all during the duration of the spell.

Create blood beads

6th Level Transmutation


  • Casting Time: Bonus Action
  • Range: Touch
  • Components: S, M (Blood from a creature or you)
  • Duration: Instantaneous

By using your magic you can create blood beads equal to your spell slot used. Each blood bead can be use as a substitute for the damage a blood point does.

String of the puppeteer

7th Level Enchantment


  • Casting Time: Bonus Action
  • Range: Touch
  • Components: S, M (12 Blood points)
  • Duration: 1 day

Creatures you see must pass a Constitution saving throw or be charmed by getting injected with your blood. If you're fighting it, it has advantage. While it is charmed you can see, hear and understand what the creature can and thru connection you can by injecting your own blood in the creature even make these creature commit violent act and damage themselves.

Blood moon (BA)

8th Level Envocation


  • Casting Time: 1 hour
  • Range: Self( when the moon is visible)
  • Components: S, V, M (10 Blood points)
  • Duration: 1 month

When you cast this spell you must be outdoor for it to take effect .one day after you have cast the spell any creature that has been designated as an enemy must make a wisdom saving throw or lose all memories regarding you if failed.

Blood flood (BA)

8th Level Necromancy


  • Casting Time: Bonus Action
  • Range: 180 feet radius
  • Components: S, V, M (8 Blood points)
  • Duration: Instantaneous

Gathering the blood of the dead and your own you flood the area with 360 degree range flood of blood. All allied creature are healed for 2d12 hit points and enemy must make a STR saving throw or take 4d8 bludgeon damage and be dropped prone if they succeed they take halve damage and won’t be dropped prone. Credit: Kyounghwan Kim \page

Vamperic slayer javelin (BA)

9th Level Transmutation


  • Casting Time: Bonus Action
  • Range: 180 feet
  • Components: S, V, M (12 Blood points)
  • Duration: Instantaneous

You make a 30 feet long and wide javelin made out of your blood any creature in its path when you launch it must make a dexterity saving or take 5d12 force damage and halve on a successful save. If a creature died by this spell you can use a bonus action to re- launch this Javelin in another direction and this javelin causes siege damage to walls, forts and the likes and double damage to large and gargantuan creatures also those creatures save role are done with a disadvantage.

NPC rules

They get frightening presence and their Blood avatar form is that of a dragon or a giant creature.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.