Wizard
Base Class: Wizard

A hemomancer uses their own life force to empower their magic

Arcane Hemomancy

you gain a hemocraft die. this die is a d6. this die increases one size every time you gain an arcane tradition. When you roll your hemocraft die, you take damage equal to twice the score rolled. If you would force a creature to make a saving throw as a result of a spell you cast, you may roll your hemocraft die and add the result to the DC. If you would make an ability check as part of a spell you cast, you may roll your hemocraft die and add the result. This feature may be used a number of times equal to your intelligence modifier. A maximum roll of your hemocraft die when you use this feature does not use a daily use of this feature.

When you use arcane recovery, you may instead use hemomancy to knit your wounds. Rather than recover spell slots with arcane recovery, you may roll one hit die per two levels of wizard you possess. These additional hit die do not consume your hit die and can be rolled in addition to your normal hit die.

Maladictum Arcanum

When you reach 6th level, you gain the ability to spike spells that afflict foes with additional hinderances. When a creature fails a saving throw from a wizard spell you cast, you may inflict one of the following effects: Blinded, Frightened, or Poisoned. The chosen effect lingers for as long as the spell's effects linger, or until the start of your next turn if the effect is instantaneous. 

Enhanced recovery

When you reach 10th level, You gain additional pool dice equal to your intelligence modifier.  You recover spell slots while also rolling the additional hit die provided by the arcane tradition feature gained at level 2. You may, instead, choose to regain double your roll from any hit die rolled during a short rest by expending your use of arcane recovery

Vitality Transference

You gain two abilities. Both of these abilities use one die from you hemocraft pool.

Selfless transfer: You may attempt to magically heal an ally by expending your own vitality. As an action, you may touch a creature and roll any number of hemocraft die, taking double the result in damage as normal. Half of the damage dealt by this ability is restored to the creature.

Vitae theft: You attempt to steal life essence from a creature. Make a melee spell attack roll against a living creature. If you hit, roll your hemocraft die and deal double the result in damage. You then heal half the damage dealt. 

Painful Replication

At level 14, the Hemomancer learns to use their life essence to replicate spells they know, but have not prepared.  A hemomancer may attempt to cast a spell they have scribed in their spellbook by rolling their hemocraft die. If the spell being replicated is of a level equal or lower to the roll of the hemocraft die, the spell is cast without expending a spell slot. Instead, the hemomancer loses hitpoints equal to twice the spell’s level in addition to the hitpoints lost from rolling the hemocraft die. Spells that require material components that have a stated gold cost still require those materials to be cast. Spell being replicated of 8th level or higher deal quadruple the spell's level in damage rather than twice it's level.

Previous Versions

Name Date Modified Views Adds Version Actions
7/13/2023 12:14:52 PM
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