Base Class: Wizard
The School of Hemomancy delves into the dark and forbidden art of blood magic, drawing power from the life force within blood. Hemomancers sacrifice their own vitality and manipulate the blood of others to fuel their arcane abilities, walking a fine line between life and death. While many view Hemomancy as dangerous or evil, these wizards understand that the power of life itself can be a potent weapon when properly harnessed.
Level 3: Blood Sacrifice
At 3rd level, you learn to fuel your magic with your own life force. You have a Blood Debt, which starts at 0 and resets when you finish a Long Rest. When you cast a Wizard spell of 1st level or higher, you can cast it without expending a spell slot if it meets all of the following requirements:
-
The Spell is from the Evocation or Necromancy school.
-
The spell is of a level no higher than your highest-level spell slot and higher than 5th level.
-
The spell deals damage as part of its casting.
-
The spell has a casting time of an Action.
-
The spell does not consume a material component.
-
A spell cast this way is cast at its lowest possible level.
When you cast a spell using this feature, increase your blood Debt by the spell’s level. Immediately after the spell is cast, you lose hitpoints equal to 1d4 + your Blood Debt. This hit point loss cannot be reduced or prevented in any way.
Level 3: Blood Mark
When you cast a spell using Blood Sacrifice, you can mark one creature you can see within 30 feet of you with a Blood Mark. The mark lasts for 1 minute, until the creature dies, until you mark another creature, or until you are Incapacitated. You can have only one creature marked at a time.
Once on each of your turns, when you deal damage to the marked creature with a Wizard spell cast using Blood Sacrifice, the creature takes extra Necrotic damage equal to your Intelligence modifier, minimum of 1.
Level 3: Sanguine Absorption
Beginning at 3rd level, when a hostile creature marked by your Blood Mark is reduced to 0 Hit Points you gain Temporary Hit Points equal to your Wizard level + your Intelligence modifier, minimum of 1.
Level 6: Bloody Enhancement
Starting at 6th level, when you cast a Wizard spell using Blood Sacrifice and the spell deals damage to at least one creature, you can empower the spell with your blood. Each creature of your choosing damaged by the spell takes additional Necrotic damage equal to a number of d4s equal to your Proficiency Bonus.
You lose Hit Points equal to the Necrotic damage dealt this way. This Hit Point loss cannot be reduced or prevented in any way.
You can use this feature once, and you regain the ability to use it when you finish a Short or Long Rest.
Level 10: Crimson Transfusion
At 10th level, once on each of your turns, you when you deal necrotic damage to the creature marked by your Blood Mark, or when you damage it with a spell cast using Blood Sacrifice, you can choose one creature other than yourself within 30 feet of the marked creature. The chosen creature regains Hit Points equal to your Intelligence modifier + the level of the spell that dealt the damage, minimum of 1 hit point.
Additionally, when a creature marked by your Blood Sacrifice ability makes a saving throw against a spell you cast using the Blood Sacrifice, you can force it to make the saving throw at disadvantage. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
Level 14: Blood Mastery
At 14th level, your Hemomancy reaches its peak. You gain immunity to necrotic damage and resistance to poison damage.
Additionally, once on each of your turns, when you make a spell attack against the creature marked by your blood mark using a spell cast through Blood Sacrifice, you can make that attack with advantage. Also when you use Blood Sacrifice, you can choose to mark a creature within 60 feet of you instead of 30 feet.
Comments