Base Class: Wizard
Your focus studies the manipulation of blood, the vital essence which drives almost all creatures. You have come to realize the extreme potency of the mystical ichor, and how it can be transmuted into a unique type of arcane power. These blood spells almost take a life of their own, exploding with movement and force seemingly on their own. The true nature of Hemomancy is a mystery to most, many of its secrets unknown even to you. You may be shunned for the perceived darkness seen in your magics, cast aside due to your teachings. But no sane mage has ever downplayed the might of your arcana.
Blood Spell
At 2nd level, you know how to infuse your spells with your own life essence to empower them. Whenever you cast a spell by expending a spell slot, you can choose to expend a number of hit points equal to five times the level of the spell cast. This is an upgraded version of the original spell. Blood Spells:
- Impose disadvantage on saving throws if one or more creatures are required to make a saving throw as part of the spell.
- Have advantage to hit if the spell requires an attack roll.
- Ignore damage resistance if the spell deals damage.
- Cannot be affected by counterspell.
- Have their range doubled.
Controlled Vitality
Also at 2nd level, you have minor control over the flow of your own blood, clotting it quickly when wounded and accelerating it when you need to remove toxicants and heal quickly. When you roll a 9 or lower for a death saving throw, you do not track it as a failure or a success. You can also, as an action, begin to increase your blood flow. You must concentrate on this effect for a minute to finish the process, and when completed you may choose to spend your hit dice. You choose how many hit dice you might spend, as long as you have enough to spare. You are also resistant to poison damage.
Sacrificial Ritual
Starting at 6th level, you can infuse even your rituals with blood to increase their efficiency. By expending a number of hit points equal to four times the spell level, you can cast the ritual version of a spell without the typical 10-minute ritual time requirement.
Crimson Spear
At 10th level, you have acquired the ability to transform your blood into a formidable weapon without using extra arcane energy. Once per long rest, you can summon and hurl a Crimson Spear at a visible target, taking an action to do so. The spear has a range of 300 feet and you must make a ranged spell attack to hit with it.
When you activate this ability, you select the number of hit points you wish to expend. Upon launch, you lose that number of hit points and the spear deals force damage equal to twice the hit points you sacrificed. If you choose to sacrifice all of your current hit points, the spear instead deals damage equal to three times the amount, and you are instantly knocked unconscious.
Bloodwell Orbs
At 14th level, when you kill a creature within 60 feet, you can use your reaction to siphon its blood and coalesce it into an orb. This orb hovers slightly above you until it is consumed. You can do this a number of times equal to your proficiency bonus, per long rest.
At any point, you may not have more than 8 orbs, attempting to siphon more will result in losing control of the oldest controlled orb which will collapse onto the ground as liquid.
You can activate a Blood Spell or Sacrificial Ritual by expending a number of orbs equal to the spell level, rather than sacrificing your own hit points.
Previous Versions
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