Base Class: Wizard
Embrace the fluid that breathes life into you. He who learns how to manipulate it, learns how to shape life itself.
School of Hemomancy
Hemomancy is the practice of blood magic. Commonly confused with hydromancy, hemomancy is nothing of such sort. It's just as frowned upon as necromancy, if not worse. Wizards of this school learn how to infuse blood with the power of the weave, granting it various magical properties. They acquire the neccessary knowledge to channel blood into massive bursts of magical energy, or shape it into powerful sanguine weapons. Some hemomancers have been noted to have changed the flow of blood in their bodies, tampering with its distribution in a way that makes some of their attributes stronger at the expense of weaking other sections of their bodies. Practice of hemomancy is banned by most magic-practicing societies, because just like necromancy, it is generally considered a "vile corruption of life".
Hemomancer Status
As one of the most difficult magic schools to master, the school of hemomancy has a reputation of attracting those who will do anything in order to acquire great powers. Because of this, hemomancers and blood mages of all realms are either feared or detested. From being shunned to being marginalized, one should not become a hemomancer without knowing of the risks such a reputation carries. Having the school of hemomancy be the strongest one there is, or at least on par with the infamous school of chronomancy, is a double-edged sword. On one hand, hemomancers usually exceed wizards of other schools in sheer power levels. On the other hand, their tarnished reputation makes it hard for them to get by in life.
Hematologist
You gain proficiency with the medicine skill and alchemist's supplies. You can use alchemist supplies as your arcane focus.
Sanguine Surge
At 2nd level, you gain the ability to merge blood with the weave of the arcane. You gain two charges of Sanguine Surge that replenish after a long rest. When you cast a spell of 1st level or higher, you can choose to channel your blood magic by expending a charge.
Effects you can channel using Sanguine Surges:
- Rapid Coagulation. You gain +2 to AC and CON saving throws for as long as you don't short rest. When you roll a hit die to restore hit points (e.g. on a short rest), it heals you for the maximum possible amount.
- Blood Clot Formation. Choose an ally that you can see within 30ft and who doesn't have full hit points. You grant them temporary hit points equal to your proficiency bonus + Intelligence modifier.
- Vein Burst. If your spell targets a single, multiple, or an area of creatures, it now also deals necrotic damage equal to your proficiency bonus or Intelligence modifier, depending on which one is higher. In addition, all affected creatures gain a vulnerability to necrotic damage until your next turn (immunity to necrotic cancels this effect).
- Lymph Pulse. A creature of your choice within 30ft of you regains hit points equal to your proficiency bonus. Furthermore, this effect ends conditions such as poisoned and paralyzed.
- Anemic Drain. If your spell forces a creature (or creatures) to make a saving throw, it rolls that saving throw with disadvantage.
- Intravascular Hemolysis. You use both of your Sanguine Surges to turn a spell attack into a critical hit, but only if your spell attack would have normally hit the enemy (works with Hemocrit buff gained on later levels).
Hematocrit Ritual
At 6th level, the dark arts of hemomancy can reward you for further sacrifices. As a bonus action, if you have a dagger equipped, roll for damage. You take the amount of damage ignoring resistances and your maximum health is temporarily reduced by the rolled amount until you finish a long rest.
Also until your next long rest, you gain access to following features:
- Your spell attacks deal critical damage on a roll of natural 19 or natural 20.
- Whenever you crit on a spell attack, you regain one use of Sanguine Surge.
Lymphocyte Overdrive
Your lymphocytes go into overdrive, eradicating harmful maladies in an instant, granting you poison and disease immunities (only for biological diseases).
Blood Transfusion
Beginning at 10th level, you gain the ability to grant your spell slots to other spellcasting allies. First you consume one of your spell slots as a bonus action, then an ally of your choosing that you can see within range of 30ft restores a spell slot of the same level. Allies cannot restore spell slots of levels they don't have access to or if their spell slots are full.
Alternatively, you can consume a spell slot to heal a teammate. The amount of hit points restored is equal to [ your proficiency bonus * spell level ].
Invoke Blood Moon
Starting at 14th level, you achieve the peak of hemomancy. Once per long rest, you can invoke a blood-red moon as an action. This invocation temporarily eclipses the planet's natural moon, sun, or other type of star (visually looks like a Total Solar Eclipse), and lasts for 6 hours or until the hemomancer that summoned it has died during its duration.
Invoking a blood moon grants the following benefits for all hemomancers (not just the user):
- Advantage on INT and CON saving throws.
- Added Intelligence modifier to Armor Class.
- Unlimited uses of Sanguine Surge.
- Damage Resistance to necrotic damage.
- Damage Resistance to non-magical bludgeoning, piercing, and slashing damage.
- Flight speed of 60ft (sanguine levitation).
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