Base Class: Wizard
While most wizards train in the esteemed halls of formal academies or in the service of respected wizarding mentors, some learn their trade from rare tomes hidden in forgotten ruins. Those who practice the forbidden art of hemoturgy are amongst those few.
Hemomancers tap into the innate magical powersource found within their own bodies: their souls. Often seen as a perversion of the principles of magic, hemoturgy offers its users an otherwise untapped wellspring of power.
This ability to affect their own bodies also extends to those around them. Hemomancers are known to mend wounds of their allies and to tear the flesh of their enemies. In some cases they can even temporarily manipulate the bodies of their foes, turning them into living puppets.
Blood Siphon
When choosing this arcane tradition at 2nd level, you learn to use your own life essence as a conduit of your magical ability. When casting a spell of 1st level or higher, you can reduce your current hit points and your hit point maximum by 5 times the spell’s level. If you do so, you can cast the spell without expending a spell slot. You cannot regain hit points lost in this way by any means (including the Greater Restoration spell) except by finishing a long rest.
Additionally, you no longer require material components to cast your wizard spells, so long as the spell’s material component does not specify a cost.
Crimson Specialty
At 2nd level, you begin to uncover techniques to undo even the most gruesome of injuries. Whenever you learn a wizard spell of 1st-level or higher using your Spellcasting feature, you can choose a spell from the Blood Spells table instead of one from the wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you.
Blood Spells
| Wizard LEVEL | SPELL |
|---|---|
| 1st | cure wounds, healing word |
| 2nd | lesser restoration, protection from poison |
| 3rd | mass healing word, revivify |
| 4th | aura of life, death ward |
| 5th | mass cure wounds, raise dead |
Residual Connection
Starting at 6th level, you learn to harness the magic connection between a creature and its blood. While you are holding at least a vial's worth of a creature’s blood, you ignore range and line of sight requirements when targeting the creature with a spell that can target only one creature. You must still be on the same plane of existence as the creature and must still meet all other requirements when casting the spell (components, etc.).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Once you target a creature using this feature, you cannot target that creature in this way again for 24 hours.
Blood Conduit
At 10th level, whenever you reduce your hit point maximum using your Blood Siphon feature, you can choose a creature within 30 feet of you that you can see. The creature gains a number of temporary hit points equal to twice your Intelligence modifier.
Puppetmaster
At 14th level, your training has extended to the life force of even the most alien creatures. You add the hold monster spell to your spellbook, if it’s not there already. You can cast it at 5th level without expending a spell slot. Once you cast hold monster in this way, you cannot do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Additionally, when casting the spell in this way, each time the spell’s target fails its saving throw, you can force it to make a weapon attack against a creature of your choice or move up to half of its movement speed in a direction you choose.
Previous Versions
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6/18/2022 11:43:35 PM
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1.0
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Coming Soon
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