Base Class: Wizard
An elven man with grey hair and wild eyes strode out into the midst of the battlefield, his eyes reflecting in the fire surrounding him. Taking a crossbow bolt in his side, He continued to walk forward with the confidence of someone who knew that they could handle whatever came their way. Drawing some of his own blood, he fires a bolt of glowing scarlet energy into the fray before two small goblins charge him. Turning on his feel, he fixes his attention on them and with a wave of his hand, he causes red blood to be pulled out of their wounds as they fall to the ground. He then inhaled the blood as a fine red mist,. He closed his eyes to savor the sensation of consuming the life energy of another, as his own wounds began to heal.
A desperate dwarven woman stands with his back against a wall, as a towering minotaur closes in on him. With the flash of an athame, the dwarf pulls crimson blood from her own veins and forms a lance out of the spiral of blood. As she focuses, the iron in the blood coalesces into a deadly sharp spear point, and she hurls it at the Minotaur. The Minotaur deftly deflects the lance with one large hand, knocking it to the side. However, as the lance collides with the stones, a burst of red energy washes outwards and throws the minotaur to the ground as it is blasted with a burst of necrotic energy.
As the fighter and his allies are surrounded by gaurds, the party takes several bad injuries and look like they are on their last legs, as a streak of red light flies into the midst of the fight and pulls vitality out of all those around it into a glowing red sphere. The fighter looks confused as he feels his strength leave him. A rush of anger fills him as he realizes that this was the work of his friend and ally. However, just as the fighter feels the lack of blood causing him to falter, the glowing scarlet sphere seperates into streams of life giving red energy which invigorates him even more than he was originally. However, the gaurds that they were fighting don't seem quite so lucky. With renewed vigor, he cuts at the gaurds with his longsword.
Sanguine Specialist
Learning the way blood is intended to flow is key to learning how to best inflict harm. Upon entering into this tradition, you gain proficiency in Wisdom (Medicine) checks. If you are already proficient in Wisdom (Medicine) checks you then gain expertise in Wisdom (Medicine) checks. In addition, your focus on blood magic allows you to have advantage on Constitution Saving throws made in order to maintain concentration, when you have caused the concentration check as part of the cost of casting a Hemomancy spell.
Combat Transfusion
Your careful study of blood has allowed you to make quick maneuvers in the midst of combat to allow you to make an exchange of blood to invigorate yourself or your allies. You cannot exchange more of your current hit points than you have, and you likewise may not raise an individual's current hit points to above their maximum value. To do this, you must make a (Wisdom) Medicine check with a base DC 14 to exchange up to and including 5 hit points of blood. For every additional 5 hit points of blood exchanged past 5 hit points, the difficulty of this check increases from the base DC 14 by 1. Upon failure, 1d6 hit points are lost during the process. For every additional 5 hit points which were exchanged past 5 hit points, another d6 is added. For instance, on failing the check for transferring 10 hit points (DC 15), 2d6 hit points are lost during the process. These hitpoints will be taken from the individual with the highest health if the hit points lost is greater than the amount exchanged.
A transfusion between you and another individual may also be done outside of combat, whereupon no check is required and no hit points are lost during the process. The amount exchanged may not exceed 5 times your spellcasting modifier on a single use of this ability.
Conservative Blood Letting
As you have become more accustomed to the macabre methods used to power your spells, you have become more effective at consistently drawing your own blood to power your magic. If a Hemomancy spell requires you to sacrifice hit points in order to cast it, you may instead sacrifice the average amount of damage for that roll rounded down (minimum of 1). In addition, after so many blood drawings, you have become particularly resilient, allowing you to remain at the edge of consciousness. The first time that you would fall below 0 hit points as a result of sacrificing hit points in order to fuel a Hemomancy spell, you may make a Constitution Saving throw DC 10 in order to remain at 1 hit point. This feature is regained after a long rest.
Heart Seeker
You now have an intimate understanding of how to guide your arcane attacks to seek your enemy's most vulnerable areas, allowing your attacks to have a greater level of accuracy and deadliness. If a Hemomancy spell or cantrip would require you to sacrifice hit points in order to cast it, you may choose to roll double the damage dice or take in order to gain advantage on all spell attacks for the rest of your turn.
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