Wizard
Base Class: Wizard

While most wizards train in the esteemed halls of formal academies or in the service of respected wizarding mentors, some learn their trade from rare tomes hidden in forgotten ruins. Those who practice the forbidden art of hemoturgy are amongst those few.

Hemoturgy wizards are known to mend wounds of their allies and to rend the flesh of their enemies. In some cases they can even use blood to track prey and harm them from great distances.

Arcane Vials

When choosing this arcane tradition at 2nd level, you learn how to harness the ambient magic within blood, which takes the form of a bandolier of Arcane Vials of blood. You can store a maximum number of Arcane Vials equal to 1 + half your wizard level (rounded up).

You can gain an Arcane Vial in one of the following ways:

  • As a Reaction when you or a creature you can see within 30 feet of you suffers a critical hit.
  • As a Reaction when a creature you can see within 30 feet of you is reduced to half its hit point maximum.
  • By using an action to reduce your current Hit Points and your Hit Point Maximum by 5, which lasts until the end of your next Long Rest.

Once per turn when you cast a wizard spell of 1st through 5th level, you can expend a number of Arcane Vials equal to 1 + the spell’s level. If you do so, you can cast the spell without expending a spell slot and without material components (so long as the material component lacks a gold cost). The spell must be of a level you can cast normally.

When you cast a spell using this feature, you cannot gain an Arcane Vial from the spell’s target until the start of your next turn. You also cannot gain an Arcane Vial from undead or constructs.

If you finish a Long Rest with no Arcane Vials, you gain one Arcane Vial.

Mend the Flesh

At 2nd level, you begin to learn how to mend wounds using hemoturgy. As a bonus action, you can spend an Arcane Vial and cause a creature within 30 feet of you that you can see to regain hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1). You cannot target undead or constructs using this feature.

Blood Echo

Starting at 6th level, you learn to harness the magic connection between a creature and its blood. While you are holding an Arcane Vial filled with a creature’s blood, you can expend the Arcane Vial and cast either the scrying or locate creature spells without expending a spell slot or material components. You must target the creature from which the blood originated when casting a spell in this way. 

Once you use this feature, you cannot use it again until you finish a long rest.

Blood Curse

Starting at 10th level, you can cause the blood within a creature to become harmful to it. You add the contagion spell to your spellbook and can cast it once without expending a spell slot. When cast in this way, the spell’s range is extended to 30 feet. Once you cast the spell in this way, you can’t do so again until you finish a long rest.

Residual Connection

Starting at 14th level, you are able to fully tap into the connection between a creature and its blood. While you are holding an Arcane Vial filled with a creature’s blood, you can expend the Arcane Vial and ignore range and line of sight requirements the next time you target the creature with a spell that targets only one creature. You must still be on the same plane of existence as the creature and must still meet all other requirements when casting the spell (spell slots, components, etc.).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Once you use this feature, you can’t do so again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/3/2024 2:11:15 AM
2
1
1.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes