Wizard
Base Class: Wizard

Hemomancers use their own Life Force to turn the tides of battle, with great cation they must balance their health between the use of their abilities. For every Hemomancer too liberal with their abilities finds their own body crumbling underneath the pain.

Hemocraft Dice

Starting at 2nd lvl, you gain access to Hemocraft magic. Whenever you are asked to roll a Hemocraft Die/Dice you will roll a 1d4 (1d6 at 5th, 1d8 at 11th, 1d10 at 17th.) You take necrotic damage equal to what you roll when rolling Hemocraft die/dice. Necrotic damage from your own Hemocraft Dice cannot be resisted or Immuned.

When you roll more than 1 Hemocraft die to effect one creature (including yourself), you take 2 times the amount Hemocraft dice rolled in Necrotic damage.

Additionally At 11th the Hit Die you heal at short rests are now d8s and at 17th lvl d10s, this doesn't change your Class Hit Dice for gaining HP. This change effects any features that use Hit Dice.

Blood Burst

Starting at 2nd level, when your spell damages a creature, you can roll Hemocraft Dice to deal additional damage of the same type as the spell. If your spell does damage to multiple creatures, you roll Hemocraft dice separately for each creature.

When a creature resists your spell damage, you can roll a Hemocraft dice to negate the resistance. If a creature is Immune to your spell damage, you can roll a Hemocraft Die to make it only resist the damage or you can roll 3 Hemocraft Dice to ignore the Immunity altogether.

When you kill a creature using spell damage, you can spend a Hit Die to immediately restore health, If you kill multiple creatures with one spell then you can spend additional Hit Dice for each creature killed.

Magical Transfusion

Starting at 6th level, you can consume a Spell Slot to heal HP equal to the Spell Slot Level consumed Times your CON modifier.

Spending a Bonus Action you can Consume a Spell Slot of 3rd lvl or lower. Spending an Action you can Consume any leveled Spell Slot.

When being healed by another creature, you can spend a Hit Die to add additional healing.

Sanguine Defense

Starting at 10th level, when a creature hits your AC or you fail a saving throw, you can roll Hemocraft Dice to increase your AC or Increase your saving throw roll.

When you see a creature hit the AC of another creature or you see a creature fail a saving throw, as a free reaction you can roll Hemocraft Dice to increase their AC or saving throw roll.

Each creature is counted separately and must have their own Hemocraft Dice rolled and Once the outcome of the Hemocraft Dice is determined you cannot roll more Hemocraft dice.

Crimson Weaver

Starting at 14th level, when you roll a Hemocraft Die, the Hemocraft Die deals more damage to the creature equal to your INT modifier and deals less damage to you equal to your INT modifier.

When rolling Hemocraft Dice the minimum amount of damage of each die can roll to harm others is equal to your INT modifier and the most amount of damage each die can roll to harm you is equal to 10 - INT modifier.

When Healing from Consuming a Spell Slot, add your INT modifier to the healing. When Healing from a Hit Die/Dice add your INT modifier to each roll.

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