Base Class: Wizard
Blood is the currency of life. This belief is held by many who practice hemomancy. Also known as blood magic, hemomancy is a sort of fusion between the schools of necromancy and transmutation. It is considered by many to be immoral and unethical, for it is a magic that excels in the art of pain, death, and control. However, hemomancy also has the power to do great good in the right hands.
The School of Hemomancy is a rarely seen tradition of arcane blood manipulation. Originally created by blood cultists and dark wizards, this tradition has been adopted by practitioners, who have shied away from the dark rituals of the past. This is also a magic wielded by the abyssal blood witches as a source of power and focus.
In combat, a hemomancer uses their blood, and the blood of their enemies, to protect themselves and harm the foes they face. Many who have observed the works of a hemomancer have borne witness to the fearsome manipulations and attacks of those who contort blood and know to escape if combat with a hemomancer seems likely.
Bloodwell
Starting at 2nd level, when you take this school of magic you gain the ability to store the vitality of others in your bloodwell. If you lose your bloodwell, you can perform a 1-hour ceremony to create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous bloodwell and your bloodwell turns to ash when you die.
Your bloodwell can store a maximum number of tokens equal to your wizard level.
Whenever a creature within 60 feet of you takes damage, provided it has blood, you can use your reaction to magically rip some blood from it, adding it to your bloodwell. When doing this, every 10 points of damage allows you to add 1 token to your bloodwell. If you end a short rest with no tokens in your bloodwell, you gain an amount equal to your proficiency bonus.
Also, when you complete a long rest the blood within your bloodwell expires and you lose blood to a minimum equal to your proficiency bonus.
You may expend tokens from your bloodwell to perform a number of bloodwell actions, listed below:
- Blood Shock: Once per turn when you deal damage to a creature with a spell you cast, you can expend 1 token to deal extra necrotic damage equal to your intelligence modifier to the creature, and it becomes unable to heal until the end of your next turn. If your spell strikes multiple targets, you choose one target that takes this extra damage.
- Sanguine Blade: As a bonus action you can expend 2 tokens from your bloodwell to sacrifice 1d10 hit points to create a weapon of your blood in an empty hand, this magic weapon lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 1d10 + your intelligence modifier necrotic damage on a hit and has the finesse and light properties. In addition, when you use the weapon to attack a target that doesn't have all its hit points you make the attack at advantage.
- Transfer Vitality: As an action, you expend tokens from your bloodwell to restore a number of hit points to a creature within 10 feet (including yourself) equal to a d6 per token to a maximum of 5d6 hit points.
Attenuating Curse
Also at 2nd level, you gain the ability to pulse the agony of those around you. When a creature with 60 feet of you deals or takes damage you can use your reaction to cause the creature suffering. The creature you choose must make a Constitution saving throw against your spell save DC or take 1d10 necrotic damage and that creature becomes vulnerable to necrotic damage until the end of your next turn. This ability's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you complete a long rest.
Glyph of Exsanguination
At 6th level, you learn to bolster your vitality by robbing it from others, whenever you roll damage for a spell you’ve cast of 3rd level or higher, you can choose to burn a sigil into the targets flesh, you take necrotic damage equal to 1d10 + the spell's level. for the next minute you gain one additional blood token to your Bloodwell when absorbing blood from that target plus they take an additional 1d10 necrotic damage every time you sap their blood, and you regain hit points equal to half the necrotic damage dealt.
Tides of Red
At 10th level, your study of hemomancy has allowed you to further manipulate blood, turning it into an even more destructive force.
When you fill your Bloodwell you gain the ability to use an action to cause a creature's veins and arteries to pop and explode using 10 or more blood tokens from your Bloodwell, you can choose a creature with blood you can see within 30 feet of you to take necrotic damage equal to an amount of D6's equal to the tokens expended and you take half the damage you deal. This damage cannot be reduced in any way. If you reduce the target to 0 hit points with this ability their body explode all creatures within 5 feet of it must make a Dexterity saving throw against your spell save DC or take half the damage you dealt to the original target
When using your reaction to a creature taking damage to add charges to your Bloodwell, you may not count this necrotic damage.
Empowered Bloodwell
At 14th level, your mastery over hemocraft grants your bloodwell the following abilities:
- Hemomantic Defense. As a bonus action you can spend 3 blood tokens and sacrifice your hit points to aid yourself and your allies around you. You take 3d10 necrotic damage which cannot be reduced in any way, to create a 30-foot radius aura of dark energy around yourself for 10 minutes, you and all friendly creatures within that aura gain resistance to bludgeoning, piercing, and slashing damage, and the aura moves with you.
- Regeneration. As an action you may spend 7 blood tokens to instantly regrow and return to full function a missing body part to a creature you touch (including yourself).
- Replenish Magic: As a bonus action, you choose an expended spell slot of 5th level or lower. You recover that spell slot by expending a number of tokens equal to twice its level.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/6/2024 10:42:20 PM
|
27
|
0
|
3.5
|
Coming Soon
|
|
|
8/6/2024 10:44:33 PM
|
27
|
0
|
4
|
Coming Soon
|
|
|
9/1/2024 8:02:11 PM
|
28
|
0
|
4.1
|
Coming Soon
|
|
|
9/27/2024 1:37:54 AM
|
28
|
0
|
--
|
Coming Soon
|
|
|
12/3/2024 2:31:24 AM
|
32
|
1
|
--
|
Coming Soon
|
Comments