Blood Doctor

Hit Points

 * Hit Dice: 1d10 per level
 * Hit Points at 1st Level:10 + your Constitution modifier
 * Hit Points at Higher Levels: 1d10 + your Constitution modifier

Proficiency

 * Armor: Light
 * Weapon: Simple melee weapons
 * Tools: Medical Kit
 * Saving Throws: Constitution, Intelligence
 * Skills: Choose two from Arcana, History, Religion, Medicine, Survival, and Nature.

Equipment

 * Leather armor
 * (a) short sword or (b) any simple melee weapon
 * short bow with 10 arrows
 * Medical Kit
 * (a) explorer's pack or (b) dungeoneer's pack

Spell Chart
At 1st level, you choose cantrips and spells from the Wizard spell list

Blood Vial
At 1st level, you may lose hit points equal to 1d4 + your current level halved (rounded down). If so, target creature within a 5 foot radius gains hit points equal to the life lost this way.

Blood Displacement
At 3rd level, you may lose hits points equal to 1d6 + your current level halved (rounded down). If so, two target hostile creatures switch the amount of hit points they have as long as they have more than 1 hit point.

Blood Expertise
At 3rd level, you choose one of the following Blood Expertise:
 * Black Blood Expertise
 * Vile Blood Expertise
 * Pale Blood Expertise

Ability Score Increase
At 4th, and again at 8th, 12th, 16th, and 18th level, you increase an ability score by two or two ability scores by 1. As normal, you cannot increase an ability score more than 20.

Sweet Blood
At 6th level, you may lose hit points equal to 1d6 + your level. If you do, target creature within a 10 foot radius gains temporary hit points equal to hit points lost this way halved (rounded down).

Blood's Embrace
At 10th level, you may lose hit points equal to 3d6 + your level halved (rounded down). If you do, all friendly creatures in a 20 foot radius gain hit points equal to hit points lost this way halved (rounded down) and gain temporary hit points equal to their level.

Blood Pulse
At 14th level, you may have target creature roll a Constitution saving throw. If failed, they take 2d6 + your level halved (rounded down) psychic damage and you take that much damage halved (rounded up).

Blood Intoxication
At 17th level, you may reduce yourself to 1 hit point. If you do, you gain that many temporary hit points and have a disadvantage on attack rolls and Dexterity based rolls for 1 minute.

Blood God's Love
At 20th level, you may reduce yourself down to 0 hit points. If you do, all friendly creatures in a 20 foot radius gain hit points equal to the life lost this way and all friendly creatures past a 20 foot radius, but within a 60 foot radius gain temporary hit points equal to the life lost this way halved (rounded down). On your next turn, you are returned to 1 hit point with a disadvantage on all rolls for 1 minute. You may use this once per long rest.

Black Blood Vial
At 3rd level, replace Blood Vial with this feature. You may lose hit points equal to 1d6 + your level halved (rounded up). If you do, target friendly creature in a 10 foot radius gains hit points equal to the amount lost this way.

Blood Switch
At 7th level, you may lose temporary hit points equal to 2d6 + your proficiency bonus halved (rounded up). If you do, target friendly creature in a 30 foot radius gains temporary hit points equal to the amount lost this way.

Black Consumption
At 13th level, you may lose hit points equal to half your maximum hit points (rounded up). If you do, hostile creatures in a 30 foot radius are dealt psychic damage equal to the amount lost this way and you gain temporary hit points equal to the total amount of damage halved (rounded down).

Returned By The Blood
At 18th level, whenever you reach 0 hit points or lower, a friendly creature in a 20 foot radius may lose hit points equal to half their current hit points (rounded up). If they do, you are returned to 1 hit point and gain temporary hit points equal to the amount lost this way.

Vile Blood Elixir
At 3rd level, you may lose hit points equal to 1d6 + your level halved (rounded up). If you do, target hostile creature in a 20 foot radius subtracts from their next damage roll equal to the amount lost this way halved (rounded down). You may use this as long as your above 50% your maximum hit points.

Blood Punish
At 7th level, you may lose hit points equal to 2d6 + your proficiency bonus halved (rounded up). If you do, target hostile creature in a 20 foot radius is dealt psychic damage equal to the amount lost this way.

Vile Decree
At 13th level, you may lose hit points equal to 3d6 + your proficiency bonus halved (rounded up). If you do, target hostile creature in a 20 foot radius must make a Constitution saving throw. If failed, they take psychic damage equal to the amount lost this way and have a disadvantage on their next attack roll. If succeed, they only take half damage.

Vile God
At 18th level, you may reduce yourself down to 1 hit point. If you do, all hostile creatures in a 30 foot radius must make a Constitution saving throw. If failed, they take psychic damage equal to the amount lost this way and have a disadvantage on Constitution based rolls for 1 minute. If succeed, they only take half damage.

Pale Blood Vial
At 3rd level, replace Blood Vial with this feature. You may lose hit points equal to 1d6 + your level halved (rounded up). If you do, target friendly creature has an advantage on their next roll.

Pale Moon
At 7th level, you may lose hit points equal to 2d6 + your proficiency bonus halved (rounded up). If you do, if it is night or there is no light, all friendly creatures in a 20 foot radius gain Darkvision for 1 minute. If it is during the day or there is a light bright enough (determined by the DM), all hostile creatures in a 10 foot radius are Blinded for 1 minute.

Waning Moon
At 13th level, you may lose hit points equal to half your maximum hit points (rounded up). If you do, all creatures in a 20 foot radius must make a Constitution or Wisdom saving throw. If it is a friendly creature who succeeds, they gain Darkvision for 1 minute and have an advantage on their next roll. If it is a hostile creature who fails, they are Blinded for 1 minute and have a disadvantage on their next roll.

Pale Moon Sacrifice
At 18th level, you may reduce yourself down to 1 hit point. If you do, all creatures in a 20 foot radius must make a Constitution saving throw. If failed, they take psychic damage equal to the amount lost this way and are Blind and Deaf for 1 minute. If that creature is friendly, they instead gain hit points equal to the amount lost this and gain Darkvision for 1 minute and have an advantage on their next roll.