Base Class: Wizard
You specialize in the morbid art of manipulating wounds and flowing blood in yourself and others. As you delve deeper into this dark intersection of necromancy and enchantment, you learn to convert your own pain into power and aggravate the wounds of others.
The fell practice of hemomancy is almost universally reviled, usually with good reason. Despite this, a scant few hemomancers reject their loathsome reputation, instead using their own bodies as shields for the vulnerable and holding themselves together with little more than their own magic.
Level 3: Blood Secrets
Beginning when you select this school at 3rd level, you learn to shape your own blood into frightening magics beyond your full understanding. When you complete a Long Rest, choose a spell from the Bard, Cleric, Druid, and Wizard spell lists. The chosen spell becomes your blood secret. The chosen spell must be of a level you can cast, as shown on the Wizard table, or a cantrip. It counts as a Wizard spell for you as long as it is your blood secret. When you complete a Long Rest, you can choose a new spell to replace your current blood secret.
Whenever you cast your blood secret spell, you take Necrotic damage equal to 1d6 + the spell's level. This damage ignores resistance and immunity.
Level 3: Hemomancy
Starting at 3rd level, you gain the ability to capture power from the wounds you inflict. As a Bonus Action, you can expend a number of Hit Point Die to magically drain the vitae of a creature you can see within 120 ft. of you. Spend a number of Hit Point Dice up to your Intelligence modifier, roll them and add your Intelligence modifier. The target must succeed on a Constitution saving throw or take Necrotic damage equal to the total. On a success, it takes half that much Necrotic damage instead. Success or failure, you gain Temporary Hit Points equal to the Necrotic damage dealt.
Instead of spending Hit Point Die, you may expend a single spell slot of 5th level or lower. To determine the amount of Necrotic damage dealt, roll a number of d12 equal to the spell slot's level and add your Intelligence modifier.
Level 6: Blood Potency
At 6th level, you can weave your own suffering into your spells to strengthen them. You gain the following benefits.
Moribund Might. While you have the Bloodied condition, whenever you force a creature to make a saving throw against one of your Wizard spells or Hemomancy feature, roll a d4 and subtract it from the result of each target's saving throw.
Vitae Overflow. When you would gain Temporary Hit Points from your Hemomancy feature while you already have at least 1 Temporary Hit Point, you may instead grant those Temporary Hit Points to a creature within 30 ft. of you.
Level 10: Contagious Curse
Beginning at 10th level, you can attempt to transfer curses through your blood to creatures that wound you. When you’re hit by an attack from a creature within 30 feet of you, you can use your reaction to cast a Necromancy or Enchantment spell with an Action or Bonus Action of 1st level or higher targeting only that creature or yourself (it consumes a spell slot as normal).
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses of it when you finish a Long Rest.
Level 14: Sanguine Harvest
Starting at 14th level, you learn the secrets of trapping the life essence of dying foes. When a creature you can see dies within 10 feet of you, you can use your Reaction to trap that creature's life essence in an arcane focus you are holding. The arcane focus gains a number of blood points equal to the slain creature's Constitution modifier (minimum of 1). Once you capture a creature's essence in this way, you cannot do so again until you complete a Long Rest. You can have up to one arcane focus imbued in this way at a time and it can hold a maximum number of blood points equal to your Proficiency Bonus. If your arcane focus would gain more blood points than allowed, the excess is lost.
You can expend blood points from an imbued arcane focus you are holding to create the following effects. Alternatively, you can use a Magic Action to drain the blood points from any arcane focuses you have currently imbued.
Dark Intellect. When you fail a Constitution saving throw to maintain concentration on a spell, you can expend 2 blood points to succeed on the saving throw instead.
Vitae Reserve. When damage reduces you to 0 hit points, you can expend 5 blood points to be reduced to 1 Hit Point instead. You then gain a number of Temporary Hit Points equal to your Wizard level.
Life to Power. When you cast a spell of 3rd level or lower, you can expend a number of blood points equal to twice the spell's level instead of expending a spell slot.
Spiteful Reckoning. You can use a Magic action to touch an arcane focus imbued with blood points and destroy it. You and each other creature in a 30 ft. emanation must succeed on a Constitution saving throw or take Necrotic damage equal to five times the number of blood points the arcane focus had.
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