Base Class: Wizard
Cruormancers study the ancient art of blood magic. Dangerous to both foe and wielder alike. The practice has long been abandoned by civilized society, but by researching ancient tomes and dabling in less than savory research a cruormancer can learn to harness the power in blood.
This art focuses on sacrificing your own life essence to empower yourself as well as sapping the strength of enemies and corrupting them.
Sanguine Recovery
As a bonus action, you can restore a spent spell slot at the cost of 1d6+3 necrotic damage per level of spell slot being restored. If this ability causes you to reach 0 HP the spell slot is not restored. This damage ignores resistance and immunity.
Bloody Harvest
At 6th level you learn how to pull the blood and life force from your foes. As an action you can use the Blood Harvest feature. Any creature in a 20 ft. radius centered on yourself must make a Constitution Saving throw. The DC equals 8 + your proficiency bonus + your CON modifier. On a failed save they take 1d10+CON piercing damage and have disadvantage on any spell saving throws from spells you cast for 1 minute. You gain temporay hitpoints equal to the total damage you dealt. Constructs automatically save against this effect. You can use this feature a number of times equal to your CON modifer (minimum 1) per long rest.
Blood Plague
At 10th level you learn how to curse the blood of your foes. You add the spell Bestow Curse to your spellbook if it is not already there. Additionally, this spell is always prepared and does not count against your number of prepared spells.
Once per long rest you can use the Blood Plague feature. Using this feature you can cast Bestow Curse to a range of 60 feet and add your CON modifier to the Spell Save DC. If your original target succeeds on their saving throw against the Blood Plague, your Blood Plague feature is not expended. Additionally, if a creature affected by the Blood Plague dies while your curse is still active any creatures within 10 feet must make the same saving throw or become affected by the same curse applied to the original target. This effect will continue, the Blood Plague continuing to spread, as long as you maintain concentration on Bestow Curse. If cast at a spell level that does not require concentration, the Blood Plague ends simultaneously on all affected creatures based on the duration of the initial casting of the spell. (You automatically succeed on your saving throw if you are within 10 feet of a creature affected by your own Blood Plague).
Ritual Sacrifice
At 14th level you discover the secrets of an ancient Ritual Sacrifice. To perform this sacrifice you need a living humanoid, a dagger, an empty potion bottle, and 1000g worth of spell components. You must spend at least one hour casting the ritual spell. The target of the spell must be a living humanoid who is either unconscious or restrained for the duration of the ritual. At the completion of the ritual the targeted humanoid receives 10d10+10 piercing damage. The ritual successfully completes regardless if this damage kills the target or not. The blood and life force are then filtered into an empty potion bottle creating a Sanguine Elixer. At the completion of the ritual, the caster receives one point of Exhaustion and cannot conduct another Ritual Sacrifice for ten (10) days.
You can choose one of four elixirs your ritual will provide:
Sanguine Elixir of Fortitude: Whoever drinks the potion of Sanguine Elixir of Fortitude will receive 10d10+10 Temporary Hitpoints. These temporary hitpoints last until your next long rest. You cannot gain the benefits of another Sanguine Elixir until after your next long rest.
Sanguine Elixir of Strength: Whoever drinks the potion of Sanguine Elixir of Strength will have their Strength, Dexterity, and Constitution increased by 5 to a maximum of 25. This effect lasts until your next long rest. You cannot gain the benefits of another Sanguine Elixir until after your next long rest.
Sanguine Elixir of Intellect: Whoever drinks the potion of Sanguine Elixir of Intellect will have their Intelligence, Wisdom, and Charisma increased by 5 to a maximum of 25. This effect lasts until your next long rest. You cannot gain the benefits of another Sanguine Elixir until after your next long rest.
Sanguine Elixir of Arcana: Whoever drinks the potion of Sanguine Elixir of Arcana will automatically succeed on all Concentration Checks and gain advantage on all Saving Throws from Spell Effects. This effect lasts until your next long rest. You cannot gain the benefits of another Sanguin Elixir until after your next long rest.
Previous Versions
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9/20/2023 6:28:19 PM
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