Base Class: Wizard
You study an uncommon subschool of magic known
as sangromancy or blood magic. Despite its dark
reputation, there’s nothing inherently evil about the
practice of sangromancy, though its demands on its
practitioners are gruesome. As a sangromancer, your
chosen magic demands more than knowledge—it
demands sacrifice as well. Other wizards may view you
with skepticism or even outright hostility, but none can
deny the potency of your art.
Access to all sangromancy spells.
Sangromancy Savant
Beginning when you select this arcane tradition at 2nd wizard level, all sangromancy spells are known to the wizard.
Negate any resistances to necrotic damage an enemy may have.
Full Blooded
Full-Blooded
Starting at 2nd level, you gain a pool of d12s that you can
expend instead of a hit die when you cast sangromancy
spells. The number of dice in the pool equals 1 + your
wizard level.
Your pool regains all expended dice when you finish
a long rest.
Sanguine Vigor
Starting at 6th level, your hit point maximum increases
by 2 and increases by 2 again whenever you gain a level
in this class.
In addition, when you cast a sangromancy spell,
you regain a number of hit points equal to twice the level of the spell slot used
Blood for Blood
At 10th level, when you deal damage to a creature with a
spell you cast, you can expend and any amount of hit dice, or a d12s from your Full-Blooded feature, to add its result to the damage dealt to that creature.
Red Renewal
Starting at 14th level, when you finish a short rest, you
can choose expended hit dice to recover. When you do,
choose a number of expended hit dice equal to half your
wizard level and regain them. You regain an equivalent
number of dice from your Full Blooded feature. Once
you use this feature, you can’t use it again until you
finish a long rest.
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