Base Class: Wizard
Wizards who study the School of Hemomancy have unlocked the arcane potential of their own blood, mastering the delicate balance between life and power. By manipulating the vital essence within themselves, they can unleash destructive spells, fortify their bodies, or manipulate the battlefield with crimson energy.
At 2nd level, when you choose this school, you gain access to a Bloodwell, a personal reservoir of life energy drawn from your own vitality. You can expend points from the Bloodwell to empower spells, enhance damage, or activate unique hemomantic effects. Every spell you cast draws not only upon arcane knowledge but also upon the very fluid that sustains you.
Hemomancers can channel blood into offensive, defensive, and utility spells. You can coagulate your blood into tendrils, surge with necrotic energy, or fortify yourself with thickened veins. Even minor injuries can fuel your power, granting you a dangerous advantage in combat. Many Hemomancers also gain minor ritualistic control over their own bodies, allowing for subtle manipulation of others or their environment in ways that feel unnatural, uncanny, or terrifying.
As you advance, your mastery grows:
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You can weave ranged and melee hemomantic attacks with precision.
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You can fortify your body against harm or enhance your defenses.
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You can control the battlefield, creating zones of necrotic energy, restraining foes with blood tendrils, or manipulating terrain with your hemomantic power.
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At higher levels, your spells gain greater destructive potential, and your Bloodwell allows for even more versatile combinations of offense and defense.
Hemomancy is as much a study of control as it is of power. The Hemomancer is a scholar of blood, a strategist who manipulates both the battlefield and their own life force. They walk a fine line: the same power that allows them to strike with supernatural precision and devastate their foes also demands careful management of their vitality. Few wizards can rival a master of Hemomancy in both ingenuity and lethality.
Key Features:
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Bloodwell: Spend points to empower spells and activate unique hemomantic effects.
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Coagulate, Crimson Flow, Blood Tentacles, Crimson Apotheosis, Vitae Transfusion: A suite of blood-based spells and techniques.
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Fortification Spells: Enhance defenses or resist damage.
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Utility and Control: Teleportation, battlefield manipulation, and minor enchantments powered by blood.
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High-Level Mastery: Greater damage, spell versatility, and potent defensive or offensive maneuvers at higher levels.
Hemomancer
You can use the created spell list as well, which goes in pairs with the feats and the race of Vampire.
- Blood Fortification
- Blood Puppet
- Blood Shards
- Bood Shield
- Blood Web
- Bloody Surge
- Coagulant Wave
- Coagulate
- Crimson Chains
- Crimson Fangs
- Red Tide
- Vitae Transfusion
Level 3: Bloodwell Reservoir & Vital Spellcasting
Starting at 2nd level, you learn to draw upon your own life force as a reservoir of arcane energy.
You gain a pool of Bloodwell Points equal to your Intelligence modifier + your proficiency bonus. You regain all spent points when you finish a long rest.
You can also take damage to gain Bloodwell Points:
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As a bonus action, you may take 1d6 damage to gain 2 Bloodwell Points.
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You cannot reduce yourself below 1 hit point in this way.
Whenever you take damage from an enemy creature, you can use your reaction to regain 1 Bloodwell Point as your magic feeds on the pain.
Vital Spellcasting
Your study of hemomancy lets you use Bloodwell energy to replace spell slots.
When you cast a wizard spell, you may spend 1 Bloodwell Point per spell level instead of expending a spell slot.
Each spell cast in this way deals 1d4 damage to you per spell level as the magic draws on your vitality.
If you roll a natural 1 on a spell attack or if a target succeeds a saving throw by 5 or more, the spell backfires. You take necrotic damage equal to twice the spell’s level.
Level 3: Hemocraft Surge
Spend 1 BP to gain a small burst of speed or strength until the start of your next turn:
+10 ft movement or +1d4 bonus to next melee attack or spell attack.
Level 10 →15 ft OR +1d6
Level 15 →20 ft OR +1d8
Level 6: Resonant Vitae
When you are below half your maximum hit points, your blood magic hums with latent energy. While below half HP:
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You gain +1 to spell attack rolls and spell save DC increases by 1.
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When you cast a damaging spell, you may spend 1 Bloodwell Point to add +Intelligence modifier necrotic damage (once per spell cast)
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When you take damage from a creature, you may regain 1 Bloodwell Point as a reaction.
Your own life force fuels your power, turning injuries into arcane energy.
Level 6: Blood Tentacles
You gain the ability to manifest shadowy, blood-formed tentacles that respond to your will. You are proficient in all attacks made with them.
Uses: Tentacles can be used in several ways, each as its own action or reaction:
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Melee Attack (Action)
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Finesse melee weapon attack, 1d8 slashing damage
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Damage scales: Level 11 → 2d8, Level 17 → 3d8
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Ranged Attack (Action)
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Range 60 ft, 1d6 piercing damage to 1 target
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Level 10 → 2 targets, Level 17 → 3 targets
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Object Manipulation (Action or Interaction)
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Can interact with objects up to 20 ft³
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Scales with level: 60 ft³ (Lvl 10), 120 ft³ (Lvl 13), 250 ft³ (Lvl 15), 500 ft³ (Lvl 18), 2000 ft³ (Lvl 20)
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Reactive Defense (Reaction)
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Use reaction to gain +3 AC until your next turn
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At Level 10, increases to +5 AC
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Bloodwell Enhancements:
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Spend 1 Bloodwell Point to add +1d6 damage per attack or target one extra creature.
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Spend 2 Bloodwell Points to extend reach, flight duration, or object manipulation range.
Your blood obeys your will, striking, grappling and shielding with deadly precision
Level 10: Crimson Flow
You can create a small, instantaneous blood link between two creatures (including yourself).
Cost 1 Bloodwell Point per use
Transfer 1d10 hit points from one creature to another.
Bonus action
Can be used multiple times per turn as long as you have Bloodwell Points as long as you have line of sight or is in range
Can target yourself to heal minor damage, or link allies/enemies for creative tactical effects.
Blood can sustain allies or punish enemies, bridging life and death with magic
Level 14: Crimson Apotheosis
You have mastered your life force and gained near-immortality:
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You gain Immunity to necrotic damage.
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You have advantage on death saving throws.
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When you would be reduced to 0 hit points, you can spend 3 Bloodwell Points to drop to 1 hit point instead and immediately cause a Crimson Surge. All creatures of your choice within 15 feet take 4d10 necrotic damage.
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Once per long rest, you may infuse your blood with power. For 1 hour, all damaging spells you cast can be empowered without spending extra Bloodwell Points.
(Maximum of once per spell)
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