Base Class: Wizard
The School of Hemomancy is built around the control of blood and only very few beings are skilled enough to take up this school of arcana, and only a select few of those are capable of using the magic. Hemomancers are able to modify certain spells they hold in their spell books using their own life force to do so. This being so makes the Hemomancy school a quite unpopular one, due to them being controlling of their own life force and others to spell cast, being an offset of Necromancy they typically are seen in the same light. That being they dont typically work well together, with the difference of control of undeath or control of life, causing bouts between the two classes rather frequent.
Bloody Savant
Beginning when you select this school at 2nd level, You can select a number of spells to be considered Bloodied. These spells you always have memorized, meaning you don't need your spell book to write them into/on to a scroll or spell book. When you cast a bloodied spell you can deal one of your hit die + your Constitution modifier to yourself (this damage cannot be resisted), doing so you can and to the bloodied spell the same hit die + double your Intelligence Modifier additional damage to the spell. If the Spell doesn't do damage you can extend the duration of the spell by the roll of your hit die times the original duration of the spell. If the spell has a duration longer than 1 action/bonus action(such as flaming sphere), this effect targets the duration over the additional damage.
The Number of bloody spells you can choose equal to your Wizard level. Each of these spells must be of 1st level or higher and must be a spell you can already cast.
You also gain the [Spell}Spare the Dying[/spell] cantrip
Hemomancy craft
Beginning at 2nd level, you can start Manipulating the blood vessels in creatures. You can as an bonus action mark a creature, this creature gains one of the following effects:
- - 10 ft. of movement
- Takes an extra 1d6 necrotic damage from any damage you deal to them
- -1d4 when making an attack rolls against you
- Disadvantage on concentration checks if the attack was made by you
You can have only one Hemomancy Mark active at a single time, you can use this a number of times equal to your intelligence modifier (minimum of once) per long rest. If the creature is a Construct or Undead, the Mark doesn't take affect.
You also gain proficiency with a one handed melee weapon of your choice, this weapon can act as your spell focus.
You also Gain proficiency in Light and medium armor
Bloody Warrior
Starting at 6th level, you learn to control your own blood to Enter into a more battle ready state. As an action you focus your control over your blood and activate your Bloody Warrior. When you activate bloody warrior you gain the following attributes:
- + 5 ft. of movement
- You can make 1 weapon attack as your bonus action
- Resistance to 1 type of damage.
This form lasts for 1 minute or until you dispel it and can be activated a number of times equal to your intelligence modifier per long rest. You can't have your Hemomancy mark up at the same time at this time, until you have reached level 16 in wizard.
If the spell dispel magic is casted on you, while this ability is active then you must roll an intelligence save against the caster's spell save dc, on failure this affect ends. If the dispel magic is equal to 1/2 your wizard level or greater it automatically stops this ability.
Empowered Bloodied spells
Beginning at 10th level, you become so attuned with your bloodied spells that you can cast them without using a focus or any components that aren't consumed or have a gold piece value. You also gain the ability to do these additional abilities with your Bloodied spells (you can only do one of these abilities at a time):
- Spend 2 hit die worth of damage to your self to gain advantage and your Intelligence Modifier to attack rolls with your Bloodied spell
- You can give yourself the poisoned condition for 1d4 rounds, to make any creature within the effect of your bloodied spell have disadvantage to the saving throw against the bloodied spell. You cannot do this effect if you are already have the poisoned condition.
- If the bloodied spell can only target one creature you can deal 1d12 + Intelligence modifier damage to yourself for the bloodied spell to affect a creature within 15 ft of the original target.
Overflow
Starting at 14th level, you can when you activate Bloody Warrior you can deal 2d12 + Intelligence modifier damage to your self to activate Overflow. When Overflow is active you gain the following benefits on top of the benefits from Bloody Warrior:
- You deal an additional 1d6 damage with Melee attacks
- You ignore difficult Terrain
- You gain advantage against spell saving throws
- You also gain resistance to all non-magical attacks
At 18th level when you activate Overflow you additionally gain a 15ft flying speed.
You can use Overflow once per long rest.
Previous Versions
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