Wizard
Base Class: Wizard

 

The hemomancer is an arcane spellcaster that lacks the ability to use a traditional spell focus. They trade their health for more potent and versatile spellcasting, able to control the battlefield and output damage that would normally be out of reach for a mage of similar skill. However, a hemomancer's life expectancy on the road is very short, as the damage they cause to themselves can be just as crippling as the damage they deal to their enemies.

Toxic Hemoglobin

At 6th level, the dark magic coursing through your veins has become toxic to other creatures. The targets of your spells have disadvantage on constitution saves made against spells amplified using your Blood Empowerment feature. Enemies that attempt to feed on your blood must pass a constitution saving throw against your spell save DC or take poison damage equal to your Wizard level.

Invasive Hemoglobin

At 10th level, you have learned how to use your blood to cripple living organism and manipulate corpses. You have a pool of hemo-points equal to your Constitution modifier. You may expend a number of hemo-points equal to the spell's level to cast Blindess/Deafness (Blindness only), Blight, Hold Person, Hold Monster, or Speak With Dead on any creature that has blood without expending a spell slot. You regain expended hemo-points at the end of a short rest.

Blood Thief

At 14th level, you can use another creature's blood supply to replenish your own. You may add Vampiric Touch to your spellbook and have advantage on concentration checks to main concentration on the spell. For you, it has a range of 30 feet. Whenever you make an attack with Vampiric Touch, you have advantage on the attack roll and always heal for the same amount of damage dealt. You may also cast Vampiric Touch using hemo-points gained from your Invasive Hemoglobin feature.

Blood Magic

At 2nd level, you have learned to use your blood as a medium for your magics. Whenever you cast a spell or cantrip, you take physic damage equal to 1 plus the spell's level and may draw your own blood as part of the casting. The blood drawn this way functions as an arcane focus, and follows all of the rules and restrictions of an arcane focus. You may not use anything other than your own blood as an arcane focus for your Wizard spells. Additionally, you do not make concentration checks against damage that you inflict on yourself during turn.

Blood Empowerment

 At 2nd level, you are able to harness the power of your own blood to strengthen your magics. You may cast a spell as if it were one spell slot higher than the spell slot you expended to cast it. You take 1d6 force damage for a 1st level spell slot, plus 1d6 force damage for each spell level higher than 1st instead of the damage you would normally take from your Blood Magic feature.

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