Wizard
Base Class: Wizard

Though considered barbaric by most wizards, Hemomancy, also known as blood magic, is one of the most powerful and ancient Arcane Traditions. Discovered in ages long forgotten by priests of dark gods, Hemomancers use the power of their own lifeblood to work sinister spells of overwhelming power.

Blood Magic

You have begun to study the ancient and powerful magic of Hemomancy. When you adopt this Arcane Tradition at 2nd level, you learn to sacrifice your own lifeblood to cast spells. As a bonus action, you can regain an expended spell slot by reducing your maximum hit points by an amount equal to twice the level of the spell slot you wish to regain. You can create spell slots no higher than 5th-level with this ability.

At the end of each long rest, if your maximum hit points have been reduced by one of your Hemomamcy features, you reduce that reduction by 1. You can also expend Hit Dice, regaining maximum hit points equal to your Constitution modifier (minimum of 1) for each Hit Die you expend.

Hemomancy Savant

Beginning at 2nd level, when you copy a spell into your spellbook, you can write the spell in your blood instead of expending the normal gold and ink. For each level of the spell you are copying, your maximum hit points are reduced by 1.

Vampiric Restoration

You can use dark Hemomancy techniques to drain the life from others. Starting at 6th level, when you deal poison or necrotic damage to a creature, you can choose to gain temporary hit points equal to half the damage dealt.

You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Sanguine Vigor

Your mastery of blood magic has fortified your body. At 10th level you gain resistance to necrotic and poison damage, and you have advantage on saving throws against poison.

Your magic also allows you to regenerate more quickly. At the end of each long rest, you regain additional expended Hit Dice equal to your Constitution modifier (minimum of 1).

Sinister Empowerment

Starting at 14th level, you can increase the power of spells that drain the life force of other creatures. When you cast a spell that deals poison or necrotic damage, that is not a cantrip, you can choose to deal maximum damage.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, your maximum hit points are immediately reduced by an amount equal to twice the level at which you cast the spell.

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