Wizard Subclasses - Blue Magic and Sangromancy (5e)
More than any other class (yes¸ even warlocks)¸ wizards tend to spend their lives in the pursuit of knowledge. The study of the arcane is a difficult and sometimes arduous path¸ but with time and dedication you can someday even gain the power of the gods. Naturally¸ every wizard's interest lies in a different subject¸ and each one follows a different tradition. Some study a specific school of magic¸ becoming masters in its use¸ while others focus their magecraft on combat and battle. This work¸ recently taken from the Arcane Athenæum ¸ offers two new paths for your wizard to take¸ as well as a collection of new spells. Blue Magic is an arcane tradition for the wizard who aspires to practice beyond the rigorous confines of arcane magic. These individuals train in light combat methods¸ allowing them to wear armor or even use shields. This is important¸ because their particular craft often requires them to be the target of unfriendly spells. Blue magic allows a wizard to copy the knowledge of a spell that they have experieced first-hand. A rare ability¸ this allows the wizard to add spells normally unattainable to their spellbook. The wizard who follows this path is thus not one that confirms to traditional rules or regulations. Sangromancy is a particularly vial form of necromantic magic. The wizard who follows this tradition wishes for power¸ whatever its cost¸ even if that cost is their very own life force Sangromancers can use their own blood as fuel for their spellcasting¸ the bodily fluid containing power all its own. Of course¸ most cultures look ill-favorably on such practices¸ but this is of little concern to a sangromancer. There is¸ after all¸ only power and those strong enough to seize it. This work also includes 9 new spells for use with the sangromancer tradition (though all wizards can learn them¸ if they dare). Sangromancy spells offer more power than tradition spells of a similar level¸ but at the cost of some of your own health to fuel them. As always¸ please consider sharing any feedback you may have. This work is part of the collections of the Arcane Athenæum. Check out our other works below. The Artificer class The Dragon Shaman class The Ranger (Revised) class The Sorcerer (Revised) class The Swordmage class The Barbarian: Path of the Wild Soul subclass The Druid: New Druidic subclasses The Monk: Way of the Mystic Force subclass The Savage and the Striker: Dual Wielding subclasses The Sorcerer: Frozen Heart and Phoenix Sorcery subclasses The Warlock: Great Wyrm subclass The Sharkfolk player race The Treant player race Crafting Magic Items: A Guide to Artifice The Draconomicon for 5e The Explorer's Guide to the Wilderness Changelog: Version 1.2 22Jun2021 Overall No mechanical changes; fixed a typo in the header of the features list for both subclasses; these aren't blood hunter subclasses¸ they are wizard subclasses! Version 1.1 24Aug2020 Blue Magic The Blue Mage training feature has been updated to provide light armor as well as shield training¸ and the ability to use your shield as an arcane focus. With this subclass's emphasis on getting into the thick of things¸ offering better armor seems like an important part of its success. It's not a huge buff¸ but does help with a bit of mitigation. Sangromancy The Sanguine Empowerment feature has an extra line added specifying that you cannot subtract the lost hit points from using the feature from any temporary hit points; it must come from your actual hp (at least until 10th level). The same line has been added to the rules for casting Sangromancy spells. An error in the Blood Bend spell said you needed to upcast beyond 6th-level in order to cast it on creatures of a larger size category; this has been fixed. The intention is that you need a 5th level spell to affect a Medium creature (the spell's base level)¸ a 6