Base Class: Wizard
More commonly referred to as a "Blood Mage", the Hematologist focuses their arcane studies on the body- specifically, blood. They use the life force that pulses through the veins of living creatures (including themselves) to enhance their own magic abilities. Hematurgy mages are not inherently evil, although most are certainly ambitious, as blood magic is a particularly risky and gruesome art, and considered extremely taboo in most reputable societies. Whether under the tutelage of a morally depraved master, spurred on by the study of a forbidden text, or simply to satisfy their own morbid curiosity, Hematurgy Mages are almost obsessive in their studies.
Blood Rites
When a Hematurgist uses the life force of blood to enhance their spells, it is called a Blood Rite. At 2nd level, you may choose 2 potential effects of your Blood Rites. You may choose another potential effect at levels 6, 10, and 14.
To use a Blood Rite, you must sacrifice a portion of your own HP equal to 2x the spell's level. For example, to enhance a 2nd level spell, you must take 4 points of damage. Some effects require 2 Blood Rites to be exchanged, in which case, the damage dealt is equal to 4x the spell's level. You may not use more than one Rite on the same spell unless specified by the effect.
The damage you recieve from Rites ignores your resistances and immunites. You may choose to use a Blood Rite after casting a spell or making a melee spell attack, but before learning if the spell was successful.
Accurate Spell
You may use this rite to cause a spell that typically only affects 1 creature to affect a number of creatures equal to your intelligence modifier.
Alternatively, you may shield a number of creatures equal to your intelligence modifier from a spell's area of effect.
Bolstered Spell
When you roll for damage on a spell, you may re-roll the damage dice once and keep the higher result.
Alternatively, you may increase the range of a spell by 30ft.
Difficult Spell
A spell that requires a DC check to succeed may have an increase of 2 to the spell's DC.
For 2 Rites, you may increase the spell's DC by 3.
Exalted Spell
Increase the spell's level by 1, to a maximum of 9th. All effects and damage are applied as if the spell had been cast at the new level.
Hastened Spell
Using 2 blood rites, you may cast a Spell that typically takes an Action as a Bonus Action instead.
Prolonged Spell
With this Rite you may double the duration of a spell's effect.
Seeking Spell
A spell that deals damage with this Rite ignores the resistances an affected creature (or creatures) may have toward the spell's damage type.
2 Rites may be used to cast a spell that ignores a creature's immunity to the spell's damage.
Thick-Skinned
You are accustomed to taking damage from your Blood Rites, and other forms of pain just don't hit the same anymore. You have resistance to bludgeoning, piercing and slashing damage from non-magical attacks, and regain an additional 1d4HP for each hit dice rolled on a short rest.
Bleeding Blade
At 6th Level, you may use an action to form a dagger made of your own blood to aid you in your rituals. When it is summoned, you suffer damage equal to 2x your level in this subclass. This damage ignores resistances and immunities. The dagger shares the same statistics as a normal dagger, but is considered magical for the purpose of resistances, and may be used as an arcane focus. You may absorb the dagger back into your bloodstream at any time as a bonus action.
Forceful Letting
If you use your Action to make a weapon attack against a creature with this weapon, you may recover the same amount of damage dealt as temporary HP.
Sanguine Sacrifice
As a bonus action while holding this weapon, you may absorb blood from any number of living creatures within 20ft of you into the blade. Each target must make a Constitution Saving Throw against your Spell Save DC, taking 1D6 piercing damage on a fail. You may subtract the same amount of damage from any HP required to perform your Blood Rites on the same turn. You may use this ability a total number of times equal to your INT modifier, after which the dagger transforms into a pool of non-magical blood. This ability has no effect on undead or constructs.
Final Desecration
At 10th level, you can seize a trace of a creature's vitality the moment before its heart stops beating. When a living creature you can see dies within 30ft of you, you regain hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated.
Reckless Letting
At 14th level, you may use 2 different Blood Rites on the same spell, taking damage for each as normal. After performing this action, you cannot restore your own HP for the next 10 minutes, as you recover from anemia.
Previous Versions
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8/19/2021 10:49:56 PM
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10/27/2021 8:48:00 PM
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Beta 1.0
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4/1/2022 10:48:31 PM
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Beta 1.1
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Coming Soon
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