Grim Harvest (1/Turn). When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell’s level, or three times if it is a necromancy spell
Deepen Wound. When the hemomancer hits a creature that is below its hit point maximum with a spell, the creature takes an additional 5 (1d10) necrotic damage.
Iron Blood
-Resistance to non-magical bludgeoning, piercing, and slashing damage.
-Advantage when rolling for any disease, for you detect impurities in your blood. You no longer take damage form Blood ammunition.
Magically Infused Blood
Blood weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attack and damage. Ammunition coated in your blood counts as magical.
Multi-Attack
The Bloodwith can make 3 physical attacks, or one magical and on physical attack.
Greataxe Attack: +3 to attack. 1d12
Spellcasting. The Bloodwitch is a 12th-level spellcaster. Its spellcasting ability is Consitiution (spell save DC 15, +7 to hit with spell attacks). The Bloodwitch has the following wizard spells prepared:
Cantrips (at will): chill touch, dancing lights, mage hand, mending
1st level (4 slots): expeditious retreat,* mage armor, witch bolt*
2nd level (3 slots): blindness/deafness,* web
3rd level (3 slots): animate dead,* bestow curse,* vampiric touch*
4th level (3 slots): blight,* dimension door, stoneskin
5th level (2 slots): Bigby’s hand, cloudkill
6th level (1 slot): circle of death*
Blood Curse
The Bloodwitch stabs herself as a bonus action for 1d8 damage, in doing so the weapon is coated in a blood curse. Upon dealing piercing or slashing damage someone for the weapons normal damage and add 1d10+10 necrotic damage, and the target is now cursed. The targets blood is thinned to the point where all slashing and piercing damage is doubled. The curse last for the rest of the combat. The cursed weapon is cursed until 8 hours have passed. (3 uses per Long rest)
Blood Bending
The Bloodwitch can attempt to gain control of another being with blood. They must succeed a constitution saving throw or be controlled until released. Beings containing your blood will roll with disadvantage. She can attempt control beings more size classes higher than yourself but they roll with Advantage depending on their size . While the creature is under her control, the Bloodwitch may use a bonus action to command the creature. Until you release it, the creature takes only the physical actions you choose (Does not affect mental actions) and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. You lose control if the creature goes beyond 60 feet away from you. 2 uses per long rest.
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