Bloodcraft


Prerequisite: 4th level, Spellcasting or Pact Magic feature

  • You gain access to the Blood Magic spell list.
  • Once per turn when you roll damage for a spell you cast using a spell slot, you can siphon your life energy into the spell and empower it. Roll a number of your unexpended Hit Point Dice, up to a number equal to half the level of spell slot expended (round up, minimum of one die), and add the total rolled to one damage roll of the spell. Those Hit Point Dice are then expended.
  • Life Steal. Instead of drawing on your own life force when you use this feature, you can try to steal life from another creature you can see within 30 feet of yourself. That creature makes a Constitution saving throw against your spell save DC; creatures that have Immunity to the Exhaustion condition automatically succeed on the save. On a failed save, in place of rolling your Hit Point Dice, roll a number of the creature’s unexpended Hit Point Dice, up to a number equal to half the level of slot expended (round down, minimum of one die); you then add that total rolled to one damage roll of the spell, and those Hit Point Dice are expended for the creature.  Once a creature fails its save against Life Steal, you can’t use Life Steal again until you finish a Short or Long Rest.  
  • You can expend Hit Dice to create spell slots, as if a sorcerer using spell points.