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Prerequisite: 1 level in Sorcerer, Warlock, or Wizard.
 
  1. Once per short rest as a bonus action, you can heal yourself by taking the life force of another creature within 30ft. The creature must succeed on a CON saving throw against your spell save DC. On a success, the spell fails. On a failure, the creature takes Necrotic damage equal to 2 Hemocraft dice and you gain hit points equal to the damage taken. The targeted creature removes one hit die from their pool. The amount of damage taken increases by 2 hemocraft dice for each time this feat is taken, as well as the number of times this feature can be used per short rest.

  2. Choose a Blood Curse from the Blood Hunter class. You may only choose curses for which you match the prerequisite. Your hemocraft die is equal to the level of your spellcasting class applied to the Blood Hunter leveling table. (6th level Wizard = 1d6 hemocraft die, 15th level Wizard = 1d8 hemocraft die). Blood Curses can be used once for each time you have taken this feat to a maximum of 3. You gain one additional Blood Curse for each time this feat is taken to a maximum of 3. The ability to use Blood Curses replenishes when you finish a short or long rest.

  3. Instead of using a spell-slot, you can roll hit die equal to the level of the spell +1, taking necrotic damage equal to what is rolled. The number of hit dice taken reduces by one each time this feat is taken.
    • This feature is not affected by Necrotic resistances or immunities.
    • You lose those hit die from your hit die pool until they are replenished via long rest.
    • A spell slot cannot be gained via blood magic if it requires more hit die than you possess.
    • You cannot use this feature to cast a spell at a higher level than what you naturally have available at your level.
    • A damaging spell cast in this manner deals an additional 1d4 Necrotic damage per spell slot level.
    • After casting a spell via blood magic, you cannot be healed until the start of your next turn.
    • When using the feature to cast a 9th level spell, roll a death saving throw. On a failure, your hit points drop to 0 and auto fail 2 death saving throws.
    • Immediately after casting a spell via blood magic, you gain exhaustion levels depending on the following table:
Spell Level: exhaustion points gained
1, 2, 3 1 (Disadvantage on Ability Checks)
4, 5 2 (Speed halved)
6, 7 3 (Disadvantage on Attack Rolls and Saving Throws)
8 4 (Hit point maximum halved)
9 5 (Speed reduced to 0)

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