Base Class: Wizard
Hemomancy, or blood magic is a volatile and deadly form of arcane magic, known for drawing upon either the users own vital resources or nearby enemies vital resources to fuel spells, recharge energy and create potent effects. Due to such a nature, many cultures across the realms have deemed it as demonic, evil or profane, despite some hemomancers learning to use their own magic and blood to repair injuries and wounds. Hemomancy is also a school known for the great risk involved, as untrained hemomancers may end up killing themselves in the process of spell casting, too enamored by the power hemomancy can provide, thus many more experienced hemomancer use their magic in secret and more sparingly.
Hermetic Flow
Starting at 2nd level, you have learned to control the flow of the weave in your veins, allowing for easier manipulation of magic. You can use any blood on your hands as a spell casting focus.
In addition, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. You also regain additional hit points equal to your wizard level when you finish a short rest.
Haema Arescet
Also at 2nd level, you know where to strike to cause the most damage, vital organs, weak parts of the body. The first time you hit a creature with a wizard spell on your turn, if it is below its maximum hit points, it takes an additional 1d4 necrotic damage. This damage increases to 1d6 at 6th level, 1d10 at 10th level and 1d12 at 14th level.
Arcane Coagulant
Starting at 6th level, you can rapidly repair your body after sustaining injury, preventing extreme blood loss, whenever you take damage you can use your reaction to rapidly heal yourself by expending a number of wizard hit dice up to your proficiency bonus and healing the amount rolled plus your intelligence modifier.
Hemophage
Starting at 10th level, you are able to turn the blood of a creature against it, rendering its attempts to recover futile. Whenever you cast a wizard spell, you can apply a curse to a creature within 60 feet of you that can see. For 1 minute,if the cursed creature would gain temporary hit points or restore hit points, it instead gains half as much. You can use this feature once per long rest.
In addition, whenever you cast a wizard spell, you can take a 1d6 necrotic per spell level to change the damage type to necrotic. This damage can not be prevented or reduced by any means.
Hemocrimen
At 14th level, you can turn a portion of your vitality into an arcane well, allowing you to cast spells without the need of a spell slot. Whenever you cast a wizard spell of 6th level or lower as an action on your turn, you can instead of using a spell slot, expend a number of hit dice and take necrotic damage equal to the spells level. You can use this ability a number of times equal to your proficiency bonus, and regain all expend uses when you finish a short or long rest.
In addition, damage dealt to you by your spells or features doesn’t break your concentration.
Previous Versions
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