Wizard
Base Class: Wizard

The School of Sanguimancy focuses on the manipulation of the living force that drives all living beings, blood. Blood magic studies the sacrifice of vitality for power. Not all who study blood magic are evil, but those that study sanguimancy accept the taboo nature of the practice. As you progress, you learn to drain the blood from creatures, transforming that vital energy into magical power you can control.

Blood-Soaked Ritual

Beginning when you select this school at 2nd level, you may perform more efficient rituals by paying a tax of blood. Whenever you begin casting a wizard spell of 1st level or higher as a ritual, you may choose to take 1 blood damage for every minute the ritual would take to complete. If you do so, you can cast that spell as an Action, instead of spending the normal amount of time to cast it as a ritual. You may still choose to cast ritual spells as normal.
For example, if you were to cast the 1st level spell identify as a ritual, you could choose to take 11 blood damage in exchange for changing the casting time to 1 Action. For spells like detect magic that normally have a casting time of 1 action, you could choose to take 10 blood damage to cast the ritual version of the spell.

Arcane Suture

Beginning at 2nd level, you add cure wounds and healing word  to your spellbook if they are not there already. You always have them prepared, and they don't count against the number of spells you can prepare each day.
In addition, whenever you cast a spell to restore hit points to yourself, you can add your intelligence modifier to the total. 

Sacrificial Magic

Starting at 6th level, you learn how to weave your life force into a spell you cast, boosting its intensity at the cost of your vitality. Whenever you cast a spell using a slot that is of a higher level than the spell, you can choose to take blood damage equal to the spell's level. This damage can't be reduced or prevented in any way. When you do so, you can reroll a number of the spell's damage dice equal to your intelligence modifier (minimum of 1). You must use the new rolls.

Heart Weaver

Beginning at 10th level, you've become accustomed to intertwining your blood into your spells. When you cast a wizard spell with a spell slot, you can replace its damage type with blood damage. In addition, you have resistance to blood damage.

Excarnation

Starting at 14th level, you master the art of blood manipulation, and can prepare a nearby enemy for death, beginning the process of removing their blood before burial. As an action, you can choose one creature within 60 feet of you that has blood. That creature must make a constitution saving throw against your wizard spell save DC. On a failure, the target is violently drained of their blood, taking 6d10 blood damage, and is inflicted with bleeding for 1 minute. This bleeding can only be cured by magical healing. On a success, the target takes half damage and is not bleeding.
Once a creature succeeds on the saving throw, you can't use this feature again until you finish a long rest.

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