Wizard
Base Class: Wizard

The School of Hemomancy is one of the most forbidden •
realms of magic that a wizard can delve into, but there
will inevitably be those who can't be deterred from the
grisly pursuit of blood magic and the raw power it can
offer. There is magical energy in the blood of all living
things - magic which can be used to fuel any school of
spell - and this school teaches its students to harness
that energy, no matter the cost. Of course, blood mages
often prefer that cost to be paid by someone else.
Hemomancers are not always villainous, even though
they are almost always feared or despised Some blood
wizards practice their art as a necessary means to gain
the power they need to defeat monsters or save others.
Yet hemomancy is a forbidden magic, forcing wizards
who pursue it to mark their own path by experimenting
and crafting their own hemomancies. And this study of
hemomancy often pushes blood wizards to test their
spells on living subjects, seeking those with more and
more powerful blood Such pursuits do make it easier to
adopt an evil alignment, which might be part of why the
school is generally forbidden and reviled

Hemomancy Savant

Beginning when you select this school at 2nd leveL you
can choose up to one spell in your spellbook that is not
a Blood spell It becomes a Blood spell in addition to its
other schools, and you can choose to change its name to
fit the spell's new form, such as changing chromatic orb
to ''chromatic bloodbolt" or changing magic missile to
''crimson missile." In the future, you are always able to
copy the original spell into your spellbook as that Blood
spen even if your spell book must be replaced Each time
you gain a wizard leveL you can do this to another spell
in your spellbook.
Finally, the gold and time you must spend to copy a
Blood spell into your spellbook is halved This doesn't
affect any spell that you've made into a Blood spell by
using this feature.

Blood Recovery

Beginning at 2nd leveL when a Blood spell you cast deals
damage to a creature that has blood, you gain temporary
hit points equal to 1 + your wizard level / 3 which last for
1 minute, and you can also choose to steal the blood's
magical energy for yourself.
If you do, you instantly regain spell slots by activating
your Arcane Recovery feature as if you had completed
a short rest, expending it as normal You can't do so if
you've already used that feature since finishing your last
long rest.

Hematrugy

Starting at 6th leveL you gain the ability to cast beyond
your limits by sacrificing the vital life force inside your
own blood As a bonus action, you can spill your own
blood and spend up to 5 of your remaining hit dice, but
instead of healing you take ld8 necrotic damage per hit
dice expended that ignores resistance and immunity.

The next wizard spell you cast on this tum is also a
Blood spell in addition to its other schools and does not
require a spell slot if it would normally expend a spell
slot of a spell level equal to or less than the number of
hit dice you expended on this feature.
You can't use this feature to cast a spell at a level
higher than you have spell slots for, and you can't
expend more hit dice using this feature than your
wizard level divided by 3 before finishing a long rest.

Spell Clot

At 10th leveL you learn how to weave the blood of your
foes into spells from within their very veins. When you
deal damage to a creature that has blood using a Blood
spelL you can cast another Blood spell that normally
requires an action as a bonus action on that tum. If the
spell targets creatures, it must target the creature you
damaged, and if it targets a location, it must target the
damaged creature's location.
Once you have used this feature, you can't do so again
until you finish a long rest.

Red Harvest

Starting at 14th leveL you master the art of blood magic.
When a Blood spell you cast reduces a creature that
has blood to O hit points, you can steal energy from its
blood and gain a charge for this feature. You can store a
maximum of three charges at once. You can expend up
to three charges on your tum to cast a wizard spell of a
spell slot level equal to the number of charges expended
without expending a spell slot.
When you finish a short or long rest, you lose all your
charges for this feature. Once you've gained a number of
charges equal to your wizard level divided by 3, you can't
gain any more charges until you finish a long rest.

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