Base Class: Wizard
You focused your studies on manipulating the necromancy sub-school, hemomancy. You are a manipulator of the blood, a master of the occult arts and most likely a criminal in the eyes of many kingdoms. Blood wizards are masters in manipulating targets and materializing blood-shaped material, not only do you control hemomancy, you study and improve it.
Instructed Hemomancy
When you choose this school at 2nd level, the gold and time you need to spend to copy a spell from the hemomancy school to your library is reduced by half.
Enhanced Tranfusion
Still on the 2nd level, you get the Transfusion hemomancy cantrip, if you haven't already. You can perform transfusions without concentration, performing other actions during the transfusion.
Psychic Immunity
From 6th level, all psychic damage done to you by blood spells is reduced by 1d6, becoming 1d8 at level 8 and 1d10 at level 10.
Blood Vessel
From level 10 on, you acquire the ability to create a blood vessel, which can revive it if your hit points reach 0. With each blow you deal to yourself or to a bleeding enemy, you accumulate a value equal to half of the damage in your vessel. When you accumulate 20 accumulations of blood, you gain the ability to form the vessel somewhere on the battlefield, it occupies the same space that you would normally occupy, it has its appearance but it is still as a statue. The vessel is made entirely of blood and has a crimson-red appearance, the vessel's life is half its wizard level + Intelligence modifier. If the vessel's life is reduced to 0 it is destroyed. From level 14 you can create unlimited vessels.
Bloody Transmutation
At level 14 you have figured out how to change the layers of magic and mix hemomancy and transmutation. You can change the characteristics of your blood, making it acidic, flammable or freezing, adding 1d10 bonus condition damage to your blood spells. For example, blood darts would give + 1d10 bonus acid, fire or freezing damage.
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