Wizard
Base Class: Wizard

Hemomancy, or blood magic is a volatile and deadly form of arcane magic, known for drawing upon either the users own vital resources or nearby enemies vital resources to fuel spells, recharge energy and create potent effects. Due to such a nature, many cultures across the realms have deemed it as demonic, evil or profane, despite some hemomancers learning to use their own magic and blood to repair injuries and wounds. Hemomancy is also a school known for the great risk involved, as untrained hemomancers may end up killing themselves in the process of spell casting, too enamored by the power hemomancy can provide, thus many more experienced hemomancer use their magic in secret and more sparingly.

Hermetic Flow

Starting at 2nd level, you have learned to control the flow of the weave in your veins, allowing for easier manipulation of magic. You can use your own body as an arcane focus for your wizard spells. In addition, when casting a wizard spell that requires a costly material component, you can forego the component by taking 1d8 necrotic damage per 50 gp of the cost of the component (minimum 1d8). This damage can’t be reduced in any way. If this damage reduces you to 0 hit points, the spell fails but the spell slot is not expended.

Haema Arescet

Also at 2nd level, you know where to strike to cause the most damage, vital organs, weak parts of the body. The first time you hit a creature with a wizard spell on your turn, if it is below its maximum hit points, it takes an additional 1d4 necrotic damage. This damage increases to 1d6 at 6th level, 1d10 at 10th level and 1d12 at 14th level.

Arcane Coagulant

Starting at 6th level, you can rapidly repair your body after sustaining injury, preventing extreme blood loss, whenever you take damage you can use your reaction to rapidly heal yourself by expending a number of wizard hit dice up to your proficiency bonus and healing the amount rolled plus your intelligence modifier.

Hemophage

Starting at 10th level, you are able to turn the blood of a creature against it, rendering its attempts to recover futile. Whenever you cast a wizard spell, you can apply a curse to a creature within 60 feet of you that can see. For 1 minute,if the cursed creature would gain temporary hit points or restore hit points, it instead takes that much necrotic damage. You can use this feature once per long rest.

In addition, whenever you cast a wizard spell, you can take a 1d6 necrotic per spell level to change the damage type to necrotic. This damage can not be prevented or reduced by any means.

Hemocrimen

At 14th level, you can sacrifice a portion of your own vitality to recover expended spell slots as a bonus action. The spell slots can have a combined level equal to or less than half your wizard level, and none of the slots can be 6th level or higher. You take 1d10 necrotic damage for each spell slot level recovered, which can’t be reduced in any way. For example, if you’re a 8th-level wizard, you can recover up to four levels of spell slots—a single 4th-level slot, two 2nd-level slots, a 3rd-level slot and a 1st-level slot, or four 1st-level slots. You then take 4d10 necrotic damage. You can use this ability once per short rest.

In addition, damage dealt to you by your spells or features doesn’t break your concentration.

Hemomancy Image

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