Wizard
Base Class: Wizard

Whilst hemocraft can be practiced by many, nothing is more odd than a School of Hemocraft wizard. Arcane magic was already potent enough, but with the drawing of blood, a Hemocraft wizard can practically bend the world to their will.

Blood Spells

Starting at 2nd level when you take this Arcane Tradition, you gain an amount of Hemocraft Dice equal to your proficiency bonus per short rest. These Hemocraft Dice are d4s, and increase to d6s at 6th level, and to d8s at 10th level. 

Your Hemocraft Dice can be used to influence further features in this Arcane Tradition, often used to boost the strength of your spells. 

Upon spending a hemocraft die for any of this Arcane Tradition’s features, roll the amount of dice spent. You reduce your hit points by the result of the roll.

Crimson Cantrip

At 2nd level, you can spend any amount of Hemocraft Dice to change the damage type of a damage-dealing cantrip; you can only do this as a bonus action before casting the cantrip, and it must be a spell attack. Choose one of the following damage types for the spell’s damage to transform into:

Crimson Lightning. The cantrips damage becomes lightning damage.

Crimson Flame. The cantrips damage becomes fire damage. 

Crimson Cold. The cantrips damage becomes cold damage. 

In addition, apply the amount of Hemocraft Dice spent to the damage roll of that spell.

Red Offering

Starting at 6th level as an action, you can choose one spell you don’t know from the Warlock spell list and cast it, as long as you have access to that level of spell, and have spell slots available. 

You can use this feature as many times as you have Hemocraft Dice. 

Crimson Spell

Beginning at 10th level as a bonus action, you can spend any amount of Hemocraft Dice to improve the potency of a spell. Apply the result of your Hemocraft Dice to either your Spell Save DC, or to your spell attack modifier, until the end of your next turn.

Spell Mark

Starting at 14th level, you can mark a creature that is affected by a spell altered with one of your Hemocraft Dice. 

While marked, the creature has disadvantage on saving throws against spells cast by you, but has advantage on saving throws against spells cast by anyone else. This mark disappears from the creature when you take a Long Rest.

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