Wizard
Base Class: Wizard

The School of Hemomancy studies the blood and how to manipulate it to do harm and provide to their users.

Most people see hemomants as menacing, or even villainous, due to the close association with death. Not all hemomants are evil, but the forces they manipulate are considered taboo by many societies.

Control Over the Blood

Beginning when you select this school at 2nd level, you gain resistance against necrotic damage.

Blood Extraction

At 2nd level, you gain the ability to reap life energy from creatures you kill with your necrotic spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher that deals necrotic damage, you regain HP equal to your wizards level. You don’t gain this benefit for killing constructs or undead.

Bleed dry

At 6th level, once per turn, whenever you deal necrotic damage with an spell of 1st level or higher, you can reroll a number of damage dies up to your proficency bonus. You must use the new results.

Enhanced Blood Control

Beginning at 10th level, when you deal necrotic damage with an spell, you can cause a creature within 30 ft. (you included) to reagain a number hit points equals half of the damage dealt to one of the spells targets. Constructs and undead cannot be target of any of the effects of this feature. Once you have use this feature, you can't use it again until you finish a long rest unless you spend 1 spell slot. If you spend a spell slot to make use of this feature, you can choose up to half of the spell slot level (rounded up) as targets of the heal effect.

Shield of Blood

Starting at 14th level, whenever a creature regain hit points through your Blood Extraction or Enhanced Blood Control features, you can transform any number of hit points that exceed the maximum hit points of the target into temporary hit points. This temporary hit points last up to 1 minute.

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