Wizard
Base Class: Wizard

Magic is one of the most powerful if not the most powerful of all weapons available for those who seek the mastery of the mind about reality itself. However, some wizards seek to raise this art to even higher levels, seeking to break down barriers considered insurmountable or simply ways of nurturing their invocations beyond the limits of their peers. Combining studies of transmutation, necromancy, abjuration, and invocation a few brave, or crazy depending on the sage inquired, crossed the barrier that separates body and mind, albeit imperfectly. They named this study "Vitomancy", or Discipline of the Blood.
Seeking to manipulate their own life force to break down the barriers imposed by their their own mental abilities, these pioneers feed their spells with more than knowledge but literally investing blood in their conjurations. This school is dangerous, and more than one of its few students have already fallen by his efforts to conjure true arcane tidal waves in desperate causes. So many end up abusing their knowledge about this school of magic and use its benefits to enslave and oppress entire regions before they meet an tragic end in the hands of heroes doing the good old justice. A few among the already tiny numbers of blood magic students use it for beneficial purposes and with enough wisdom not to put themselves in immediate and mortal danger. This is the discipline of blood! And it charges a high price for its secrets.

- Image by Steve Arygle

Gore Physician

Beginning when you select this school at 2nd level, you gain extraordinary knowledge about the body and its functioning physiological and biological. You gain proficiency in medicine and nature.
Additionally, his ability to control his own physiology is so sharp that that effects that would prevent you from casting spells like Fury or having both hands occupied no longer prevent you from casting spells. Other impediments like lacking armor proficiency, disability, silence, and etc. still apply normally.

Blood Magic

At 2nd level, you gain the ability to exchange your arcane power for your own life energy to fuel your incantations with the power of blood and life.

Once per turn when you cast a spell, you can choose to sacrifice your own vitality instead of yours spell slots. You suffer 1d8 points of necrotic damage per spell level you cast this way. You can choose to cast a spell at higher level using this trait. To do so you suffer the amount of damage dice equals the new level of the spell you are casting.

For exemple: To cast a Fireball at the standard 3rd level spell you suffer 3d8 points of necrotic damage. To cast the same Fireball as a 5th level spell you will suffer 5d8 points of necrotic damage but this Fireball will cause damage as a 5th level Fireball.

This necrotic damage can be reduced by resistance or similar means, but never reduced to 0 causing minimal 1 point of necrotic damage per die. Immunitie to necrotic damage make this trait impossible to be used, and so undeads shun from its practice.

Bloodstone

Starting at 6th level, you can spend 8 hours creating a bloodstone that stores your own magic blood in some kind of stoned piece the size of a index finger. The ritual costs one quarter gallon of your own fresh blood, wicht makes you exausted by losing, incenses and oils costing no less that 10 gold pieces each, charcoal, powdered ruby worth at least 100 gold pieces.
You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:

Water breathing
An increase to speed of 10 feet while the creature is unencumbered
Proficiency in Constitution saving throws
Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)

The only way to change the effect of this stone is by making another one. If you create a new bloodstone, the previous one ceases to function.

Crimson Ghost

Once per long rest, you can create an bloody-illusory duplicate of yourself. When a creature makes an attack roll against you, you can use your reaction to interpose the duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates in a misty of iron smell and red collor. You also gain poison resistance due you control of your own body.

Bloody Potency

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

If used with the Blood Magic trait, the necrotic damage increases another 1d12. This damage too ignores resistance and immunity.

Vitomancy Image

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