Base Class: Wizard
Whereas most practitioners of magic use an arcane focus or components in order to perform feats of magic, Haemomancer's adapt their bodies to become conduits of the weave.
Haemomancer’s Rite
Beginning at 2nd level, you gain the ability to channel the weave through your blood by the use of a dangerous rite of Haemomancy. As a Bonus Action on your turn you may invoke the Haemomancer’s Rite, lowering your hitpoints and hit point maximum by a value equal to your Character Level, allowing you to use your own flesh and blood as a Spellcasting Focus until the end of your next long rest.
You may choose to dispel the rite (thereby losing the spellcasting focus and other benefits of the rite) in order to regain the lost hitpoints, however your hitpoints maximum will only be restored during your next Long Rest.
Blood Magic
When using the Haemomancer’s Rite, you gain immunity to the diseased and poisoned conditions. If you are diseased or poisoned before activating the Rite, activating the Rite expunges the conditions.
Additionally, you learn an additional cantrip of your choice of the following, which can only be cast via your Haemomancer’s Rite; Produce Flames; Shocking Grasp; Frostbite.
Frostbite
Frostbite
Produce Flame
Produce Flame
Shocking Grasp
Shocking Grasp
Bathe in Gore
Starting at level 6, when you reduce a creature’s hitpoints to 0 you may choose to regain hitpoints equal to your Wizard Level + your INT modifier. You may use this feature once per short rest. At 10th level you may use Bathe in Gore twice per short rest, and at 14th level you may use this feature thrice per short rest.
Crimson Attunement
Starting at sixth level, during a long rest, you may choose to absorb the magical effects of a single magical item you’re capable of equipping. The item’s effects become a bonus of your Haemomancer’s Rite and are active whenever your Rite is active. The bonuses of Magical Weapons are instead applied to your unarmed Attacks, and the effects of magical Armour are only applied when you aren’t wearing armour or wielding a shield.
The item is rendered non-magical during the process. This process requires you to attune to the item if it requires attunement, and you may only have a single magical item’s attuned in this fashion.
At 14th level, you may have two magical items attuned to your Haemomancer’s Rite.
Powerful Haemomancy
Starting at level 10, you can cause damage caused by spells cast through your Haemomancer’s Rite to deal bonus damage equal to your Proficiency Modifier. You may use this feature only once during your turn.
Sanguine Weave
Starting at level 14, your damage spells treat immunity as resistance when cast through your Haemomancer’s Rite.
Effects that allow you to ignore resistance, such as the Elemental Adept feat, do NOT ignore the resistance created by this ability.
Sacrificial Control
Starting at Level 14, your control of the Haemomancer’s Rite allows you to manipulate the weave during great peril, at the cost of your own vitality.
When you fail a concentration saving throw to maintain a spell cast through your Haemomancer’s Rite, you may choose to instead pass the saving throw and lose hitpoints equal to the amount you failed the saving throw by.
For example, if you failed a DC 17 concentration saving throw by rolling a total of 14, you would instead take 3 damage and maintain concentration.
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