How To Build A Blood Magic Wizard In DND

A blood magic wizard in Dungeons & Dragons offers the chance to manipulate what is often a wizard’s downfall: taking damage. As a blood magic wizard, you draw strength from damage. Your spells will grow more vicious and powerful the more wounded you become, and reflect all the pain you have endured and more back on your enemies.


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The hardest part of playing a blood magic wizard will be surviving in the lower levels, especially since you may end up dealing damage to yourself to increase your spellcasting power, or forego material components of spells. But if you manage to survive beyond the first few levels, you will grow into a bloody, necrotic force to be reckoned with.


Features Of A Blood Magic Wizard

Blood Magic Wizard 5e
Fiend of the Shadows by Igor Kieryluk

Feature Description
Blood Channeling At second level, when you become a blood magic wizard, you start to gain benefits from taking damage. When you are below your hit point maximum, you can use your own body as an arcane focus.


You can also ignore the material component of any wizard spell you cast by taking 1d10 necrotic damage per 50gp of the component’s cost. Unfortunately, you cannot reduce this damage even if you are resistant or immune to necrotic damage, but this is still a powerful way to avoid preparing components.

Sanguine Burst At second level, you can take necrotic damage equal to the level of any spell you cast, and reroll any amount damage dice up to your Intelligence modifier. You have to use the new rolls, and the creature taking damage cannot reduce this damage even if they have resistance or immunity to the damage type you are dealing.
Bond of Mutual Suffering At sixth level, you can use your reaction whenever you are hit by an attack and cause the attacker to take the same amount of damage you took.


You can use this feature once per short or long rest, until you reach fourteenth level at which point you can use it twice per short or long rest.

Glyph of Hemorrhaging At tenth level, when you deal damage to any creature using a spell, you can choose to curse that creature. While cursed, the creature takes an extra 1d6 necrotic damage each time it is hit by an attack.


The curse lasts for one minute, but the creature can roll a Constitution saving throw against your spell save DC at the end of each of its turns while cursed, to end the curse early on a success. You can use this feature once per short or long rest, and it cannot be used against constructs or undead.

Thicker Than Water At fourteenth level, whenever you are healed by a spell or magical effect, you regain additional hit points equal to your proficiency bonus.


Also, whenever you are concentrating on a spell, you have resistance to non-magical bludgeoning, piercing, and slashing damage.

Best Ability Scores For A Blood Magic Wizard

A Wizard's Spellbook
Wizard’s Spellbook by Iris Compiet

Intelligence should always be your highest stat as a wizard. Your Intelligence will determine your attack bonus, your spell save DC, and the number of damage dice you can reroll using your Sanguine Burst feature. As a blood magic wizard, a higher intelligence score will end up increasing your damage each time you cast an offensive spell.

Your Constitution score should be as high as you can make it. You will be taking a lot of damage in order to make your spells more powerful starting from second level, so you will need hit points to spare even more than the average wizard.

To that end, you will also benefit from a high Dexterity. Though not as crucial as your Intelligence and your Constitution, a high Dexterity will boost your Armor Class, so you can avoid taking any more damage than you have to.

Getting into the lower statistics, you won’t get much use out of Charisma or Wisdom as a blood magic wizard. You can distribute these statistics based off of character choices rather than statistic choices, but neither should be too high.

As always with a wizard, you can dump Strength. This should be your lowest statistic since you won’t end up using it for anything. Just make sure that you have someone to protect you!

Best Species For A Blood Magic Wizard

Blood Magic Wizard 5e Hobgoblin
Goblin Javelineer by Mike Jordana

For a blood magic wizard, you’ll want to pick species that boosts your Constitution and Intelligence while giving you good benefits to damage and defense.

A Fire Genasi is a great pick, giving you a +2 boost to Constitution and a +1 boost to Intelligence. You’ll also gain resistance to fire damage, which is a great damage resistance to have depending on the setting of your campaign. As a fire genasi you also gain access to the Produce Flame cantrip, as well as the spells Burning Hands and Flame Blade. These are useful for doing damage, and they’ll give you variety in your spellcasting since neither Produce Flame not Flame Blade are on the wizard spell list.

genasi-enforcers by joshua raphael
Genasi Enforcers by Joshua Raphael

A Hobgoblin is another great species for a blood magic wizard. As a hobgoblin, you’ll gain the same ability score increases: +2 Constitution and +1 Intelligence. You also gain proficiency in two martial weapons of your choice and light armor. Your light armor proficiency will go a long way in protecting you on the battlefield. You also gain the Saving Face feature. This feature allows you to gain a bonus to a failed attack roll, ability check, or saving throw when you have allies present, which is a wonderful ability for any class.

Since the blood magic wizard has a bit of an unusual skill set, the customizable features of a Variant Human will work great for this class. You can increase any two ability scores by one, gain proficiency in one skill of your choice, and choose any Feat.

A Feat such as Lightly Armored will give you a light armor proficiency and increase your Dexterity or Strength. Another great Feat is the Guile of the Cloud Giant. This allows you to increase your Dexterity, Constitution, or Charisma score by one and gives you the Cloudy Escape feature. With this feature you can use your reaction to gain resistance to any attack that hits you and teleport up to 30 feet to get away from harm. There are many other possibilities when it comes to feats, but the Variant Human is a great path to customizing your abilities.

Related: Dungeons & Dragons: The Most Useful 1st Level Spells, Ranked

Best Spells For A Blood Magic Wizard

Blood Magic Wizard 5e Fireball
Fireball by Xavier Ribeiro

A wizard casts Fireball on a foe. 

Your cantrips should be good base-level spells that will scale well with higher levels, increasing in damage and potency as you grow more powerful.

Cantrip

Description

Blade Ward

Blade Ward is a protective cantrip that gives you resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks until the end of your next turn.


This is a cantrip best cast at the top of combat, when entering a dangerous situation, or when searching for traps. It will help you save your hit points for a rainy day if you use it preemptively.

Create Bonfire

Create Bonfire is a concentration cantrip that lasts up to one minute. You can use this spell to create a bonfire on the ground within 60 feet. Any creature that is on that space when you cast the spell, or any creature that enters the bonfire’s space, or ends its turn there, must succeed on a Dexterity saving throw equal to your spell save DC, or take 1d8 fire damage.


As you reach higher levels, concentration spells with longer durations such as this one will be your best friend for dealing damage.

Chill Touch

Chill Touch is a ranged spell attack with a range of 120 feet that deals 1d8 necrotic damage and prevents a creature from regaining hit points until the start of your next turn.


Every wizard should have a basic damage-dealing cantrip such as this one, and the necrotic theme of this spell ties in well with a blood magic wizard.

For your first level spells, you’ll want to maximize your damage while making sure to protect yourself. You’ll want a good balance of offensive and defensive spells. There are plenty of good options for both.

Spell

Description

Expeditious Retreat

This is a great spell for when you find yourself in a dangerous situation; with Expeditious Retreat you can Dash as a bonus action on each of your turns until the spell ends.


This is also a Concentration spell, so when you use it in combination with your Thicker Than Water feature you’ll also have resistance to slashing, piercing, and bludgeoning damage as you make your escape.

Shield

Shield is a reaction spell for when you’re hit with an attack, that gives you +5 to your AC and immunity to the Magic Missile spell until the start of your next turn.


This is a must-have for any wizard, but especially for a blood magic wizard to whom hit points are precious.

Chromatic Orb

Chromatic Orb is a standard first-level damage-dealer. You can choose to deal acid, cold, fire, lightning, poison, or thunder damage to any creature you hit with this attack.


With your Sanguine Burst ability, the more damage dice the better. It costs just one hit point to reroll any and all of your 3d6. Upcasting this at higher levels gives you even more damage dice, and with a wide variety of damage types this is a great spell to have.

Jim’s Magic Missile

Jim’s Magic Missile is a must-have for this class. This spell has a material component, but with your Blood Channeling feature you can ignore this cost. And since it’s less than 50 gp, you can most likely reduce or ignore the 1d10 necrotic damage at your DM’s discretion.


Jim’s Magic Missile has a lot of dice rolling, with 2d4 for each of your three darts – meaning you’ll be rolling 6d4 every time you cast this spell. With your Sanguine Burst feature and a max Intelligence you can reroll up to five of them, giving this spell truly lethal potential.

The best part of a blood magic wizard is the higher levels. Once you’ve fought your way past the squishiest low levels, here are some spells that will make you into a truly fearsome master of damage.

Description

Misty Step

This second-level spell lets you teleport 30 feet to a space that you can see as a bonus action.


Similar to the Cloudy Escape feature, this spell gives you an easy out if you’re pinned down during combat.

Fireball

This third-level spell is a classic, dealing 8d6 fire damage in a 20-foot radius with a huge range of 120 feet.


As a blood magic wizard, you can really make this spell singe. It costs three hit points to start rerolling damage dice, so make sure to use your Sanguine Burst liberally.

Polymorph

This fourth-level concentration spell transforms a creature into a new form for up to one hour. The transformed creature takes on the hit points and ability scores of the new form, and it can only perform the actions of its new form. It cannot speak, cast spells, or use any of its equipment.


You can use polymorph to transform yourself into a truly fearsome creature as long as its challenge rating is less than or equal to your own. As a high level blood magic wizard you can use your Thicker Than Water feature to gain resistance to bludgeoning, piercing, and slashing damage in this new form. This makes your polymorphed self extremely powerful.

Immolation

This fifth-level concentration spell brings out the true power of a high-level blood magic wizard. You target one creature within 90 feet. If they fail a Dexterity saving throw they take 7d6 fire damage, or half as much on a success. The target can repeat this save at the end of each of its turns as it burns for the spell’s duration, which is up to one minute. The target takes 3d6 fire damage each turn that it fails its save.


This spell gives your Sanguine Burst, your Glyph of Hemorrhaging, and your Thicker Than Water features the perfect chance to work together. You can continuously reroll damage dice and apply curse damage. You also have resistance to bludgeoning, slashing, and piercing damage while this concentration spell is active, emboldening yourself while your enemies burn.

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