Base Class: Wizard
You are a student of spells that use the magic instilled in every living creature's blood. The life force which drives creatures beyond rocks and stones is your domain. You use the power, in both raw and refined forms, to cast powerful ritual and battle spells. Pursuing this path means that you're looking for an extra edge, even if you have to spill a couple drops of blood to get it.
Hemocraft is a forbidden art in some places, because in the hands of resourceful wizards it can be used to destroy nations and fell gods. However, some discover this art by means of grisly fascination with corpses, but avoiding using or creating undead, and might not even recognize it as hemocraft at all.
Basic Hemocraft
Beginning when you select this school at 2nd level, you gain hemocraft dice which you can use to empower your spells and rituals. You start with one use of Basic Hemocraft. Your hemocraft die as a d4. You can use this use of hemocraft to do one of four things. You regain all expended uses of Basic Hemocraft when you finish a short or long rest.
- You may roll your hemocraft die to add the number rolled to one spell attack you make. You take damage equal to half the number rolled (minimum of 1).
- You may use your reaction to roll your hemocraft die and subtract the number rolled from one saving throw made by a creature you can see within 30 feet of you. You take damage equal to half the number rolled (minimum of 1).
- You may use your hemocraft to reduce the extra time needed to cast a spell as a ritual. Roll your hemocraft die. You take damage equal to the number rolled.
- You may roll your hemocraft die to add the number rolled to one damage roll from one spell you cast. You take damage equal to the number rolled.
The number of uses of Basic Hemocraft you can use before you finish a short or long rest increases to 2 when you reach 6th level, and increases again to 3 when you reach 16th level. Your hemocraft die also becomes a d6 when you reach 8th level, and changes again to a d8 when you reach 14th level.
Crimson Curse
At 2nd level, you add the bane spell to your spellbook. It doesn't count against the number of spells added to your spellbook by leveling up, but it counts as a wizard spell for you. In addition, while you have it prepared, you may cast it without using a spell slot. When you cast it in this way, you gain a number of temporary hit points equal to twice your wizard level.
Blood Toll
Starting at 6th level, as an action, you can exert control over other creatures' physiologies, sending them convulsing on the ground. You can expend one use of your Basic Hemocraft to make a creature you can see within 30 feet of you make a Constitution saving throw against your spell save DC. If they fail, they take necrotic damage equal to three rolls of your hemocraft die + your wizard level and fall prone. A creature that succeeds on this saving throw takes half as much damage is doesn't fall prone.
Sanguine Shield
Beginning at 10th level, you have learned to guard yourself against harm. As a reaction to being hit by an attack or failing a saving throw, you can roll your hemocraft die two times and add the number rolled to your AC or saving throw. You lose a number of hit points equal to your choice of one of the numbers rolled on the hemocraft dice.
Once you use this feature a number of times equal to your proficiency bonus, you can't use it again until you finish a short or long rest.
Surge of Vitality
Starting at 14th level, you have gained the knowledge necessary to greatly siphon the vitality of creatures nearby and distribute it among yourself and your allies. You can expend a use of your Basic Hemocraft to roll eight of your hemocraft dice. Each creature you choose within 20 feet of you makes a Constitution saving throw against your spell save DC or takes necrotic damage equal to the number rolled on a failed save, or half as much on a successful save. In addition, you and up to two other creatures you choose within 20 feet of you gain temporary hit points equal to half of the number rolled.
Once you use this feature, you can't use it again until you finish a long rest.
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