Blood Magic, Variant (5e Feat)
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Blood Magic
Prerequisites: Having any number of spell slots or ki points
You gain the ability to perform magic using your life force.
From now on, when you perform magic, you can choose to either expend spell slots or hit points. If you use hit points, you take damage according to the table below, and your hit point maximum is reduced by that amount until you finish a long rest. Doing this opens a wound on your body. You choose where this wound appears and what it looks like.
Spell Slot Level | HP Cost |
---|---|
1 | 4 |
2 | 6 |
3 | 10 |
4 | 12 |
5 | 14 |
If you are a monk or sorcerer, you may also use hit points in place of ki points or sorcery points. To do so, you must take damage equal to twice the ki point or sorcery point cost, and your hit point maximum is reduced in the same way.
You cannot cast a spell at a higher level than you have slots for. For instance, a 7th level Wizard can use Blood Magic to cast Fireball at 3rd or 4th level, but not at 5th level.
Immediately after dealing piercing, slashing, or necrotic damage to a target within 10 feet of you, you may use a bonus action to absorb a portion of the victim's life force. Doing so decreases the hit point cost of Blood Magic by an amount equal to your proficiency bonus, down to a minimum of 1 hit point. This decrease lasts until the end of your next turn.
If you touch the target while activating this effect, they also take necrotic damage equal to your proficiency bonus.
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