Blood Mage, Variant (5e Feat)
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Prerequisites: Constituion 13 or higher, able to cast any spell and/or have ki points
Every being, living or otherwise, has some kind of power animating it, and you have learned to harness this power. From now on, when you perform magic, you can choose to expend health or hit dice in place of the normal cost of the spell. If you use hit points, you take damage according to the table below, and your hit point maximum is reduced by the same amount.
|Spell Slot Level||HP Cost||Hit Die Cost|
If you have ki points, sorcery points, or a similar mechanic, you may use Blood Magic to activate their related abilities. To do so, you must take damage equal to twice the cost and your hit point maximum is reduced in the same way.
You cannot cast a spell at a higher level than you have spell slots for unless they are the temporary spell slots granted by this feat. For instance, an Earth Genasi can cast Pass Without Trace as part of their racial ability. Since it is a 2nd level spell they need to currently have a temporary Blood Magic spell slot of at least 2nd level in order to cast it using hit points or hit dice.
Similarly, a 7th level Wizard can use hit points or hit dice to cast Fireball at 3rd or 4th level, but not at 5th level unless they have a temporary Blood Magic spell slot of 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 half the damage you dealt (rounded down), down to a minimum of 1 hit point. This decrease lasts until you take a short or long rest, cast a spell using Blood Magic, or until the next time you deal piercing, slashing, or necrotic damage, after which the new cost decrease replaces the current one even if it is lower.
If you are within 5 feet of the target while activating this effect, you can choose to deal additional necrotic damage equal to your proficiency bonus.