Base Class: Wizard
Some wizards weary of the inherent limitations that traditional wizardry came with looked for alternate means to power the arcane prowess. By looking inwards, a few scholars discovered the dormant magic that lay within their own blood.
The School of Hemomancy isn't focused on the traditional studies of magic. Rather practitioners of this school study and experiment tirelessly to unlock and utilize the dormant magic within themselves. While students of this school are more than happy to make use of their new knowledge by sacrificing their own life energy, some unfortunate and foolish souls will certainly die doing so.
Sanguine Sacrifice
Beginning at 2nd level you discover the process to empower your magic through the sacrifice of your blood. Before you cast a spell of 5th level or lower, you can choose to take damage equal to the level of the spell slot you wish to expend X your proficiency bonus. This damage cannot be reduced by any means. When you do this you can cast the spell without expending the spell slot. This damage cannot break your concentration on spells or other abilities that require concentration. Additionally when you use this ability you can substitute your blood for any non-costly material components.
You can use this ability a number of times equal to your proficiency bonus. You regain all uses on a Long Rest.
Bolstering Blood
When you reach 2nd level in this class you learn the false life, and you can cast it as a bonus action a number of times per day equal to your proficiency bonus.
Empowered Essence
When you reach 6th level in this class your body and blood have grown accustomed to being utilized in your arcana. You gain proficiency in Constitution saving throws and whenever you gain hit points when you are below half of your base Hit Point total, you gain the maximum amount of hit points allowed. Additionally when you regain Hit Points on a short rest, each hit die you expend automatically rolls the highest number possible.
Sow the Death
When you reach 10th level in this class, you gain the ability to force another to bear the burdens of your blood sacrifice. When you use your Sanguine Sacrifice feature to cast a spell you can also mark a creature within 60 feet of you that you can see. When you use the Sanguine Sacrifice feature while a creature is marked including the turn you mark it, they split the damage taken with you. This creature is marked for 1 minute or until you choose remove it as a free action. Additionally, a creature marked with this ability has disadvantage on saving throws against your spells and you know their exact location until the ability ends.
Reap the Seed
When you reach 14th level in this class, you can cause massive damage by disrupting the life energies of your targets. As an action you can forcefully tear your link with the target of your Sow the Death ability. When you do this you disconnect the link that Sow the Death has created and force the target to make a Constitution saving throw, dealing 10d10 necrotic damage on a failure and half that on a success. This damage ignores resistance to necrotic damage and treats immunity as though it were resistance. When you deal damage to a creature in this way, you cannot use your Sow the Death ability on this creature again until you have completed a Long Rest. Additionally you gain temporary hit points equal to half the damage done in this way.
If this damage kills the target, you automatically regain one use of Sanguine Sacrifice.
Previous Versions
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2/2/2022 6:26:06 PM
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