Your patron is an ancient dragon of immense magical strength. They might use you as a treasure hunter to acquire new items for their hoard, a mouthpiece in the humanoid world to advance their ambitions, or simply a point of insight into the lives of the smaller folk. Whatever your patron's goals may be, they've chosen to gift you with the might of the dragons, a power few can claim to possess.
Dragon Color
You choose your patron’s color or determine it randomly, using the Dragon Color table.
d8
COLOR
BREATH WEAPON
1
Black
Acid
2
Blue
Lightning
3
Brass
Fire
4
Bronze
Lightning
5
Copper
Acid
6
Gold
Fire
7
Green
Poison
8
Red
Fire
9
Silver
Cold
10
White
Cold
Expanded Spell List
1st-level Wyvern feature
The Wyvern lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
You gain blindsight out to a range of 10 feet. You also gain proficiency in the Insight or Perception skill (your choice).
Tongue of the Wyrm
1st-level Wyvern feature
You can read, write, and speak Draconic. In addition, you gain a ranged natural weapon attack that deals a number of d6s equal to your proficiency bonus on a hit. Each creature within 5 feet of the target must succeed on a Dexterity saving throw against your spell save DC or take half as much damage. This attack uses your Charisma modifier to hit, has a range of 120 feet, and deals damage of a type corresponding to the color of your patron. You can use this part of the feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Draconic Enhancements
6th-level Wyvern feature
You gain some attributes of your draconic patron. You only take half damage from falling, and you gain one of the additional features listed below.
Draconic Enhancements - Black
You have a swimming speed equal to your walking speed, and you can breathe normally underwater. In addition, you gain darkvision out to a range of 60 feet, or your darkvision's range increases by 30 feet if you already have it.
Draconic Enhancements - Blue
Your melee weapon attacks and unarmed strikes deal an extra 1d4 lightning damage on a hit. In addition, whenever you take lightning damage, you gain temporary hit points equal to a fourth of the damage taken.
Draconic Enhancements - Brass
When a creature takes damage from your Tongue of the Wyrm feature, you can force them to make a Constitution saving throw against your spell save DC or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Draconic Enhancements - Bronze
When a creature takes damage from your Tongue of the Wyrm feature, you can force them to make a Strength saving throw against your spell save DC or be pushed 30 feet away from you. In addition, you have advantage on saving throws against being knocked prone.
Draconic Enhancements - Copper
When a creature takes damage from your Tongue of the Wyrm feature, you can force it to make a Constitution saving throw against your spell save DC or have its speed halved for 1 minute. In addition, for the duration, the creature can take an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Draconic Enhancements - Gold
When a creature takes damage from your Tongue of the Wyrm feature, you can force it to make a Strength check against your spell save DC or have disadvantage on Strength checks and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Draconic Enhancements - Green
You have a swimming speed equal to your walking speed, and you can breathe normally underwater. In addition, creatures that took damage from your Tongue of the Wyrm feature within the past minute have disadvantage on Wisdom (Perception) checks made to find you.
Draconic Enhancements - Red
You have resistance to fire damage. In addition, when you're hit by a melee attack from a creature within 5 feet of you, you can cause that creature to take 1d4 fire damage.
Draconic Enhancements - Silver
When a creature takes damage from your Tongue of the Wyrm feature, you can force it to make a Constitution saving throw against your spell save DC or be paralyzed until the start of your next turn.
Draconic Enhancements - White
You have resistance to cold damage. In addition, your Tongue of the Wyrm feature deals an extra 1d6 damage on a hit.
Terrifying Aura
10th-level Wyvern feature
As an action, you can exude an aura of fear in a 60-foot radius. Each creature of your choice within that area must succeed on a Wisdom saving throw against your spell save DC or be frightened for 1 minute. While frightened in this way, a creature takes 1d6 damage of your patron's breath weapon type at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't use it again until you finish a long rest.
Wings of the Wyvern
14th-level Wyvern feature
Draconic wings sprout from your back, granting you a flying speed of 30 feet. In addition, you can use a bonus action to flap your wings, forcing each creature within 10 feet of you to succeed on a Strength saving throw against your spell save DC or take 2d6 bludgeoning damage and be knocked prone. You can then move up to half your flying speed.
this is amazing and flavorful though the capstone is a bit weak.
Is it possible you could expand it do gem dragons as well
Your patron is an ancient dragon of immense magical strength. They might use you as a treasure hunter to acquire new items for their hoard, a mouthpiece in the humanoid world to advance their ambitions, or simply a point of insight into the lives of the smaller folk. Whatever your patron's goals may be, they've chosen to gift you with the might of the dragons, a power few can claim to possess.
Dragon Color
You choose your patron’s color or determine it randomly, using the Dragon Color table.
d8
COLOR
BREATH WEAPON
1
Black
Acid
2
Blue
Lightning
3
Brass
Fire
4
Bronze
Lightning
5
Copper
Acid
6
Gold
Fire
7
Green
Poison
8
Red
Fire
9
Silver
Cold
10
White
Cold
Expanded Spell List
1st-level Wyvern feature
The Wyvern lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
You gain blindsight out to a range of 10 feet. You also gain proficiency in the Insight or Perception skill (your choice).
Tongue of the Wyrm
1st-level Wyvern feature
You can read, write, and speak Draconic. In addition, you gain a ranged natural weapon attack that deals a number of d6s equal to your proficiency bonus on a hit. Each creature within 5 feet of the target must succeed on a Dexterity saving throw against your spell save DC or take half as much damage. This attack uses your Charisma modifier to hit, has a range of 120 feet, and deals damage of a type corresponding to the color of your patron. You can use this part of the feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Draconic Enhancements
6th-level Wyvern feature
You gain some attributes of your draconic patron. You only take half damage from falling, and you gain one of the additional features listed below.
Draconic Enhancements - Black
You have a swimming speed equal to your walking speed, and you can breathe normally underwater. In addition, you gain darkvision out to a range of 60 feet, or your darkvision's range increases by 30 feet if you already have it.
Draconic Enhancements - Blue
Your melee weapon attacks and unarmed strikes deal an extra 1d4 lightning damage on a hit. In addition, whenever you take lightning damage, you gain temporary hit points equal to a fourth of the damage taken.
Draconic Enhancements - Brass
When a creature takes damage from your Tongue of the Wyrm feature, you can force them to make a Constitution saving throw against your spell save DC or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Draconic Enhancements - Bronze
When a creature takes damage from your Tongue of the Wyrm feature, you can force them to make a Strength saving throw against your spell save DC or be pushed 30 feet away from you. In addition, you have advantage on saving throws against being knocked prone.
Draconic Enhancements - Copper
When a creature takes damage from your Tongue of the Wyrm feature, you can force it to make a Constitution saving throw against your spell save DC or have its speed halved for 1 minute. In addition, for the duration, the creature can take an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Draconic Enhancements - Gold
When a creature takes damage from your Tongue of the Wyrm feature, you can force it to make a Strength check against your spell save DC or have disadvantage on Strength checks and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Draconic Enhancements - Green
You have a swimming speed equal to your walking speed, and you can breathe normally underwater. In addition, creatures that took damage from your Tongue of the Wyrm feature within the past minute have disadvantage on Wisdom (Perception) checks made to find you.
Draconic Enhancements - Red
You have resistance to fire damage. In addition, when you're hit by a melee attack from a creature within 5 feet of you, you can cause that creature to take 1d4 fire damage.
Draconic Enhancements - Silver
When a creature takes damage from your Tongue of the Wyrm feature, you can force it to make a Constitution saving throw against your spell save DC or be paralyzed until the start of your next turn.
Draconic Enhancements - White
You have resistance to cold damage. In addition, your Tongue of the Wyrm feature deals an extra 1d6 damage on a hit.
Terrifying Aura
10th-level Wyvern feature
As an action, you can exude an aura of fear in a 60-foot radius. Each creature of your choice within that area must succeed on a Wisdom saving throw against your spell save DC or be frightened for 1 minute. While frightened in this way, a creature takes 1d6 damage of your patron's breath weapon type at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't use it again until you finish a long rest.
Wings of the Wyvern
14th-level Wyvern feature
Draconic wings sprout from your back, granting you a flying speed of 30 feet. In addition, you can use a bonus action to flap your wings, forcing each creature within 10 feet of you to succeed on a Strength saving throw against your spell save DC or take 2d6 bludgeoning damage and be knocked prone. You can then move up to half your flying speed.
this is amazing and flavorful though the capstone is a bit weak.
Is it possible you could expand it do gem dragons as well
Thanks! I'm aware that the capstone is a little underpowered, but the 1st and 6th features are slightly overpowered, so I think it balances out. I'll try to do gemstone dragons if I have time (no guarantees, though).
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
I extremely like the element Druid. I don’t understand blood hunter but the subclass looks nice. Future bard seems a little redundant with divination wizard but it’s a neat subclass if you like to mess with bardic inspiration.
The table for the Wyvern says 1d8 when there are ten options. I think it should be a d10.
Yep, thanks for the catch.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
The table for the Wyvern says 1d8 when there are ten options. I think it should be a d10.
Yep, thanks for the catch.
Wyverns are not true dragons - they barely have breath! They are fairly unrelated to the subclass. That's my one issue
I know, but I was trying to make it different than just "The Dragon." Do you have any recommendations?
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
The table for the Wyvern says 1d8 when there are ten options. I think it should be a d10.
Yep, thanks for the catch.
Wyverns are not true dragons - they barely have breath! They are fairly unrelated to the subclass. That's my one issue
I know, but I was trying to make it different than just "The Dragon." Do you have any recommendations?
Maybe "The Drake"? i guess that would be mostly the same. or "The Wyrm" maybe?
Rollback Post to RevisionRollBack
— δ cyno • he/him • number one paladin fanδ — making a smoothie for meta ——————| EXTENDED SIG |—————— Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
The table for the Wyvern says 1d8 when there are ten options. I think it should be a d10.
Yep, thanks for the catch.
Wyverns are not true dragons - they barely have breath! They are fairly unrelated to the subclass. That's my one issue
I know, but I was trying to make it different than just "The Dragon." Do you have any recommendations?
Maybe "The Drake"? i guess that would be mostly the same. or "The Wyrm" maybe?
Thanks, I'll keep those in mind! Do you have any other feedback?
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
The table for the Wyvern says 1d8 when there are ten options. I think it should be a d10.
Yep, thanks for the catch.
Wyverns are not true dragons - they barely have breath! They are fairly unrelated to the subclass. That's my one issue
I know, but I was trying to make it different than just "The Dragon." Do you have any recommendations?
Maybe "The Drake"? i guess that would be mostly the same. or "The Wyrm" maybe?
Thanks, I'll keep those in mind! Do you have any other feedback?
Other than what stuffattack said about the capstone, it looks great! Maybe an AC increase because of dragon hide?
Rollback Post to RevisionRollBack
— δ cyno • he/him • number one paladin fanδ — making a smoothie for meta ——————| EXTENDED SIG |—————— Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
The table for the Wyvern says 1d8 when there are ten options. I think it should be a d10.
Yep, thanks for the catch.
Wyverns are not true dragons - they barely have breath! They are fairly unrelated to the subclass. That's my one issue
I know, but I was trying to make it different than just "The Dragon." Do you have any recommendations?
Maybe "The Drake"? i guess that would be mostly the same. or "The Wyrm" maybe?
Thanks, I'll keep those in mind! Do you have any other feedback?
Other than what stuffattack said about the capstone, it looks great! Maybe an AC increase because of dragon hide?
I would add an AC increase, but they're fickle things. When used in the wrong way, they're like a giant neon sign for powergamers. I'm not sure where I could fit one in so that it wouldn't be overpowered.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
The table for the Wyvern says 1d8 when there are ten options. I think it should be a d10.
Yep, thanks for the catch.
Wyverns are not true dragons - they barely have breath! They are fairly unrelated to the subclass. That's my one issue
I know, but I was trying to make it different than just "The Dragon." Do you have any recommendations?
Maybe "The Drake"? i guess that would be mostly the same. or "The Wyrm" maybe?
Thanks, I'll keep those in mind! Do you have any other feedback?
Other than what stuffattack said about the capstone, it looks great! Maybe an AC increase because of dragon hide?
I would add an AC increase, but they're fickle things. When used in the wrong way, they're like a giant neon sign for powergamers. I'm not sure where I could fit one in so that it wouldn't be overpowered.
hm, true. i think adding a +1 or +2 as a generic dragonic enhancement wouldn't be terrible? As in, instead of picking a trait from your specific dragon, you just get the ac bonus. not sure though.
Rollback Post to RevisionRollBack
— δ cyno • he/him • number one paladin fanδ — making a smoothie for meta ——————| EXTENDED SIG |—————— Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
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.
Is considered too similar to the school of evocation?
thanks mate know this is great
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
this is amazing and flavorful though the capstone is a bit weak.
Is it possible you could expand it do gem dragons as well
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Thanks! I'm aware that the capstone is a little underpowered, but the 1st and 6th features are slightly overpowered, so I think it balances out. I'll try to do gemstone dragons if I have time (no guarantees, though).
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
The table for the Wyvern says 1d8 when there are ten options. I think it should be a d10.
I have a weird sense of humor.
I also make maps.(That's a link)
I love this. This is what a eldritch being should be especially because it has chose you to remember
Mostly nocturnal
help build a world here
Just released a ton of homebrew on my candlekeep's secret scrolls! Order of the Witch Hunter, Collage of Premonitions, Circle of the Elements, Spells, and Combat Exhaustion. I'd love feedback! (preferably on the candlekeep's secret scrolls thread, not this one. but both work I guess).
I am an average mathematics enjoyer.
>Extended Signature<
I extremely like the element Druid. I don’t understand blood hunter but the subclass looks nice. Future bard seems a little redundant with divination wizard but it’s a neat subclass if you like to mess with bardic inspiration.
Mostly nocturnal
help build a world here
Amulet of fire
part one of a larger set of dragon armor
Mostly nocturnal
help build a world here
It's powerful. With fire shield up, that's an average of 28 points when someone attacks you.
I have a weird sense of humor.
I also make maps.(That's a link)
Given the power levels that we deal with I don’t think it’s too bad
Mostly nocturnal
help build a world here
Yep, thanks for the catch.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
I know, but I was trying to make it different than just "The Dragon." Do you have any recommendations?
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Maybe "The Drake"? i guess that would be mostly the same. or "The Wyrm" maybe?
— δ cyno • he/him • number one paladin fan δ —
making a smoothie for meta
——————| EXTENDED SIG |——————
Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
Thanks, I'll keep those in mind! Do you have any other feedback?
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Other than what stuffattack said about the capstone, it looks great! Maybe an AC increase because of dragon hide?
— δ cyno • he/him • number one paladin fan δ —
making a smoothie for meta
——————| EXTENDED SIG |——————
Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
I would add an AC increase, but they're fickle things. When used in the wrong way, they're like a giant neon sign for powergamers. I'm not sure where I could fit one in so that it wouldn't be overpowered.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
hm, true. i think adding a +1 or +2 as a generic dragonic enhancement wouldn't be terrible? As in, instead of picking a trait from your specific dragon, you just get the ac bonus. not sure though.
— δ cyno • he/him • number one paladin fan δ —
making a smoothie for meta
——————| EXTENDED SIG |——————
Φ • redpelt’s biggest fan :) DM, minmaxer, microbiology student, and lover of anything colored red • Φ
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Can somebody tell me why this
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.
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.
Is considered too similar to the school of evocation?
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature