Base Class: Wizard
You have studied the specialty of blood magic and gain the benefits therein
Hemomancy Apprentice
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy or Divination spell into your spellbook is halved.
Blood Like Wine
At 2nd level, you gain the ability to infuse blood from creatures you kill with your spells into yourself. Once per turn when you kill to one or more creatures with a spell of 1st level or higher, you gain temporary HP equal to the spell's level + int modifier, or those + 1 damage die if the spell belongs to the School of Hemomancy. You don’t gain this benefit for killing creatures that do not have blood, or are undead.
Blood Brothers
At 6th level, as a bonus action, you can tie a creature's life force to your own, leeching off certain benefits they may receive. You gain the spell Sanguine Sonar if it's not already in your spellbook.
If a creature that has blood and is not undead is in a location within range you can see you can tie their life force to theirs.
For the duration they take one damage die of whatever damage you take.
If the creature is healed by any magical or nonmagical needs, you also receive half of the total amount healed.
You can only tie yourself to one creature. if you target a new creature with this ability the connection with the first is severed. If you are incapacitated or the creature targeted dies, the connection is likewise severed.
Clot
Beginning at 10th level, you have resistance to slashing and piercing damage. You have spent so much time dealing with blood magic and the biology of the organic body that you can instruct your blood to clot and reduce bleeding more effectively.
A New Vessel
Starting at 14th level, you can use magic to create a new body for yourself in case your current body is killed. The new body must be the same size category as your current one but does not have to be the same race or gender, but must be organic. The way it looks is completely up to your discretion so long as it fits within the established constraints for the playable race. If you die your soul takes 1d4 hours to bind to the new body. If the body is destroyed before your soul has completely bound you die.The new body retains the abilities and memories of the original, replacing racial abilities with the relevant traits In the event you die roll a percentile die.
The likelihood for failure goes up by 10% with each subsequent use.
- 0-15 The Ability fails and your soul is split. The DM will roll on a separate table to determine what happens to your sundered soul.
- 15-30 The Ability succeeds with complications. One racial trait is swapped out for another race's and will be rolled for by the DM on a separate table. You reincarnate with only level 1 spell slots available (as if you had used the others)
- 30-100 The Ability succeeds. The new body has full hp and spell slots.
Previous Versions
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Coming Soon
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