Wizard
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. Also, this a magic wielded by the abyssal blood witches as a source of power and focus. Yet, this tradition has been adopted by practitioners who have shied away from the dark rituals of the past.

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.

Level 3: Bloodwell

You gain a Bloodwell which is unique to you as a hemomancer, your Bloodwell is a Tiny, hollow container that stores blood and life essence in a resource called Blood Tokens. If you lose your Bloodwell, you can perform a one hour ceremony to create a replacement. This ceremony can be performed during a Short or Long Rest, and it destroys the previous Bloodwell, your Bloodwell also turns to ash when you die.

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 damage allows you to add one Blood Token to your Bloodwell.
Your Bloodwell can store a maximum number of tokens equal to your Wizard level.
Also, when you complete a Short or Long Rest your Blood Tokens reset to a number equal to your Proficiency Bonus.

You can expend Blood Tokens from your Bloodwell to perform a number of Bloodwell actions, listed below:

  • Blood Shock: Once per turn when you cast a spell that deals damage, you can add your Intelligence modifier to one damage roll of that spell. in addition, a creature that takes this extra damage can't regain Hit Points until the end of your next turn
  • Sanguine Blade: As a Bonus Action you can expend two tokens from your Bloodwell and take 1d10 damage to create a weapon of your blood in an empty hand, this magic weapon lasts until you finish a Short or Long Rest. 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. Also, 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 a number of Blood Tokens to restore Hit Points to a creature within 10 feet (including yourself) equal to a d6 per Blood Token to a maximum of 5d6 Hit Points.

Level 3: Attenuating Curse

When a creature within 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, that creature then becomes Vulnerable to Necrotic damage until the end of your next turn. This ability's damage increases by 1d10 when you reach level 5 (2d10), 11 (3d10), and 17 (4d10).
You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses when you complete a Long Rest.

Level 6: Glyph of Exsanguination

You can bolster your vitality by robbing it from others. Whenever you roll damage for a spell you’ve cast of level 3+, you can choose to burn a sigil into the targets flesh, you take Necrotic damage equal to 1d10 plus the spell's level. for 1 minute you gain one additional Blood Token when sapping 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 you deal from sapping.

Level 10: Tides of Red

As a Magic Action you can choose a creature with blood you can see within 30 feet and demand them to explode, you can expend 10 or more Blood Tokens from your Bloodwell, that creature takes Necrotic damage equal to an amount of D6s equal to the Blood 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 explodes, all creatures within 5 feet of it must make a Dexterity saving throw against your spell save DC or take Necrotic damage equal to half the damage you dealt to the original target
When using your Reaction to a creature taking damage to add Blood Tokens to your Bloodwell, you may not count this Necrotic damage.

Level 14: Empowered Bloodwell

Your mastery over hemocraft grants your Bloodwell the following abilities:

  • Dark Repression. As a Bonus Action you spend three Blood Tokens and take 3d10 Necrotic damage which cannot be reduced in any way, to create a 30-foot radius Emanation of dark energy originating from yourself for 10 minutes, you can designate any number of creatures you can see to be unaffected by the Emanation. An affected creature in the Emanation has Disadvantage on saving throws against spells you cast and hemomancer subclass features, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature takes 1d10 plus your Intelligence modifier Necrotic damage. A creature takes this damage only once per turn.
  • Regeneration. As an Action you spend five Blood Tokens to instantly regrow and return to full function a missing body part to a creature you touch (including yourself). Also, the target heals Hit Points equal to 3d10 plus your Intelligence modifier (minimum of one).
  • Replenish Magic. As a Bonus Action, you choose an expended spell slot of level 5 or lower. You recover that spell slot by expending a number of Blood Tokens equal to twice the spell's level.

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