Wizard
Base Class: Wizard

Hemomancy is a specialized form of necromancy focused on blood manipulation. A Hemomancer will use blood from themselves or others to heal, empower, create, or destroy. The most experienced Hemomancers can grant movement to blood itself to create a powerful guardian.

Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Crimson Sacrifice

At 2nd level, you gain the ability to use arcane bloodletting techniques to enhance your spells. Once per turn when you cast a spell of 1st level or higher that requires a saving throw, you can choose to take 1d10 necrotic damage per level of the spell to give the targets disadvantage on the save. This damage ignores resistance and immunity.

Blood Siphon

At 6th level, you add the vampiric touch spell to your spellbook if it is not there already. When you cast vampiric touch, it has a range of 30 feet.

Lifeline

Beginning at 10th level, you have greater insight into the forces of life. When you hit a creature with an attack that deals necrotic damage you can force that creature to make a Constitution saving throw against your wizard spell save DC, if the triggering attack was vampiric touch the creature must make the save with disadvantage. On a failure the targets health saps into you. At the start of each of creature’s turns, it takes 1d6 necrotic damage, and you regain Hit Points equal to the amount of necrotic damage dealt. Only one Lifeline can be attached to a target at a time. At the end of it's turn the target can make another Constitution saving throw, ending the effect on a success.


You can use this ability a number of times equal to your proficiency bonus.

Blood Puppet

At 14th level you can grant blood form and strength. As an action you can take 6d10 necrotic damage to create a Blood Golem within 30ft of you. The golem is roughly 8 feet of hulking, bubbling, blood. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Blood Golem stat block.

The Golem lasts for 12 hours before melting into a puddle. You regain use of this ability after a long rest.

Blood Golem

Armor Class 15 (natural armor)

Hit Points equal twice the amount of necrotic damage taken during it's creation + your wizard level

Speed 30 ft.

STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
6 (−2)
WIS
10 (+0)
CHA
4 (−4)

Saving Throws Dex +4, Con +7

Skills Athletics +8, Perception +4

Damage Resistances Necrotic, Poison

Damage Immunities Bludgeoning

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 14

Languages understands the languages you speak

 

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions (Requires Your Bonus Action)

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft, one target you can see. Hit: 2d8 + 4 bludgeoning damage.

Gore Tendril. The Blood Golem lashes out with a gore tendril to pull targets closer. Melee Weapon Attack: +8 to hit, reach 15 ft, one creature. Hit: The target is pulled 10ft towards the golem and is Grappled (escape DC 15).

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