Wizard
Base Class: Wizard

Long scorned in the aracanist community, and feared in society as a whole, Blood Magic is seen as a dark, foul, and unclean magic. History is filled with numerous fables, campfire tales, and horror stories of evil mages using their arcane affinity with blood to control, kill, and instill terror across entire kingdoms. Rarely, very rarely, is there any mention of those who have learned the incredible arcane power of life's-blood and have used it for the good of others. You have studied these rare accounts, have followed whispered rumors in arcane institutions, or were even taught this esoteric school of magic by an actual Hemomancer. Your journey shall be paved in blood; it is up to you to decide whether it be spilled from your enemies, or granted to those who need it.

Hematologist

Beginning when you select this arcane tradition at 2nd level, you gain proficiency with the medicine skill and your choice of either alchemist's supplies or herbalism kit.

Alchemist's Supplies

You have chosen to study the arcane powers of blood through the art of alchemy.

Herbalism Kit

You gain proficiency with the Herbalism Kit

Crimson Arcana

At 2nd level, you have learned how to tap into the innate arcane power contained within blood. Whenever you cast a spell of l st-level or higher, you can perform a bloodletting as part of casting the spell, dealing an amount of damage equal to the level of the spell you cast to yourself in the process. This damage cannot be prevented or reduced in any way. When you do so, choose one of the following options:
Sanguine Empowerment. The spell deals necrotic damage equal to your proficiency bonus to all creatures it targets or that are in its area of effect.
Vital Pulse. A creature of your choice within 5 feet of you or the spell 's target regains hit points equal to the spell's level+ your proficiency bonus.

Coagulation Factor

Beginning at 6th level, your power over blood makes you hardier than average as you can manipulate your own biology. Non-magical effects cannot cause you to bleed unless you choose to allow it (even when you are unconscious). In addition, when roll a hit die to regain hit points, the minimum amount of hit points you can is equal to your intelligence modifier.

Esoteric Transference

Beginning at 10th level, your understanding of the latent mystic power of blood has deepened. You can perform a bloodletting ritual as a bonus action on your turn. When you do so you must take 1 point of damage that cannot be prevented or reduced and choose a creature you can see within 30 feet of you that can cast 1 or more spells. That creature regains 1 expended spell slot of the lowest level they  have expended. The spell slot regained in this manner cannot be higher than 5th level. If the creature regains a spell slot, you gain a level of exhaustion. Once you use this feature you cannot do so again until you complete a short or long rest.

Visceral Augment

At 14th level, your mastery of the body and its functions allows you to physically bolster those you enchant with your arcane machinations. When you cast a spell of 1st-level or higher that targets a single creature, you can choose to bolster that creature for 1 minute. If you do so the creature has advantage on saving throws against being poisoned or diseased, resistance to poison damage, and gains a bonus equal to your Intelligence modifier on Strength, Dexterity, and Constitution ability checks.

Previous Versions

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11/7/2022 11:17:55 PM
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