Base Class: Wizard
The term Hemocraft Magic is the collective name of arcane practices used to convert vitality into power or curses. While the Blood Hunter Orders were the ones to reclaim the forbidden blood magics they use, the Hemocraft Wizards are the ones who refine and develop the dark techniques associated with the power of life. These blood mages seek to exploit their powerful will to enhance the various powers they wield.
Crimson Exchange
At 2nd level, you have learned to boost your spells with the power of blood and life.
When you cast a wizard spell with a spell slot, you can choose to take damage equal to [roll]1d4+2[/roll] per level of spell slot you're using to cast the spell, and empower the spell with one of the following effects of your choice:
- If the spell has a more powerful effect when you cast it at a higher level, you instead cast the spell as if you had used a spell slot of one level higher (to a maximum of 9th level).
- If the spell deals damage, it ignores damage resistances.
- If the spell slot used is 4th level or higher, you restore a 1st level spell slot.
- If the spell requires the opponent to make a saving throw, they do so at disadvantage.
The damage you take as part of this feature ignores resistance and immunity and does not require you to make a Constitution saving throw to maintain your concentration. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Vitality Perfected
Starting at 2nd level, you have become accustomed to recovering from damage. You regain an additional 1d4 hit points for every hit die you spend after finishing a short rest.
Additionally, when leveling up this subclass you also add half of 1d6 (rounded up) to your Hit Points.
Sanguine Draw
Beginning at 6th level, you have learned to gather the blood of others to lessen the damage when enhancing your spells.
When a creature within 30 ft of you (that’s isn’t a construct) suffers slashing or piercing damage, you can use your reaction to subtract it from the damage taken from your next Crimson Exchange. This effect lasts for 1 minute and may be used a number of times equal to your proficiency modifier, regaining all uses in a short rest.
Ruby Withering
Beginning at 10th level, when you affect one or more creatures with a spell empowered by your Crimson Exchange feature, you may choose to prevent all affected creatures from regaining hit points until the end of your next turn by taking 1d6 of damage.
Scarlet Empowerment
At 14th level, you learn to further enhance the blood magic you wield through the exertion of your will.
You can choose to spend a hit die to gain one of the following effects:
• When you use Crimson Exchange you can choose two different effects for your spell, instead of one.
• When you use Sanguine Draw you extend the range to 60 ft, you include constructs to the creatures it affects and the damage suffered is not limited to slashing or piercing.
• When you use Ruby Withering your target also make a Constitution saving throw with your spellcasting DC or become Stunned until their next turn and gain a point of Exhaustion.
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Posted Dec 3, 2021Based on VillainTheory's Blood Arcana with alterations. Let me know if its too punishing or under/overpowered! Its my first subclass so constructive criticism is very very welcome.