Wizard
Base Class: Wizard

Hemothurges are often mages that are so driven by the promise of power that magic carries, and so impatient as to enquire it that they are willing to forego their own life in their pursuit of it. Whether by accident, discovery, or research, they realise that the essence which empowers life lies within the blood. Their journey often begins with the using of blood to fuel their spells, rather than the environmental magic mages typically draw on.

When you choose this subclass, you gain proficiency with Medicine and advantage on all medicine, investigation and perception checks related to blood.

Sanguine Expertice

At 2nd level, you gain an amount of Blood Essence equal to your number of hit die times your Intelligence modifier, up to a maximum of 27. You regain expended blood essence equal to your constitution modifier, with a minimum of one, once every long rest. You can use Blood Essence to:

  • Cast a spell without expending a spell slot. Cost: 3 Blood Essence per spell level
  • Cast a spell at a higher level using its normal spell slot. Cost: 1 Blood Essence per spell level above base

Whenever you use Blood Essence you take 1d6 of irresistible damage for every 5 points spent.

When you expend all your blood points, roll a D6. What you roll will determine an effect.

  • 1-2: One point of exhaustion
  • 3-4: Irresistible damage equal to 1/4th of total HP
  • 5-6: No effect.

Hemo Manipulation

At 6th level, you learn to manipulate blood directly. As an action, you can immediately expend Blood Essence in order to:

  • Make an Unarmed weapon attack, which on a hit deals an additional 2d10 physical damage (Choose between slashing, piercing, or bludgeoning) per 5 BE expended
  • Touch an ally in order to heal them for 1d10+your intelligence modifier per  5 BE expended
  • Stun up to three enemies you can see within 15 feet of you, using 5 Blood Essence per enemy. The enemy must make a Strength saving throw against your spell attack DC.

You can also expend 5 Blood Essence as a reaction to impose disadvantage on an attack made against you.

This class feature has no effect on beings that do not have blood. I.e. Constructs, some undead (skeletons, ghosts, etc).

Corporeal Enhancement

At 10th level, you gain the ability to expend Blood Essence in order to increase a willing creature's physical attributes. When you, as an action, touch a willing creature you can see, you can expend Blood Essence to do one of the following:

  • Increase a physical attribute (Str, Con, or Dex) by one point (to a maximum of 24) per Blood Essence spent for one minute.
  • Give advantage on checks and saving throws related to a physical attribute (Str, Con, or Dex) for 5 Blood Essence for one minute.
  • Give the effects of the Haste spell for one minute at the cost of 10 Blood Essence. When Haste is applied this way, there is no stun afterwards

When the effects end, the creature must make a constitution saving throw. The DC is 10 + half the amount of Blood Essence used. Upon a fail, the creature gains one point of exhaustion.

These effects can be stacked. All effects end simultaneously when the first effect ends.

This class feature has no effect on creatures without blood. I.e. Constructs, Some Undead (Skeletons, ghosts, etc)

Hyper Hemogenisis

At 14th level, you gain the following effects:

  • The rate at which you regain Blood Essence is now tripled.
  • You can expend hit die as an action in order to heal yourself.
  • Your life expectancy increases by 50 years.
  • You gain immunity to poison
  • You gain resistance to disease.

Also when you get this feature, you may revive once if you die, as long as there is at least one litre of blood left behind and there is no divine intervention keeping you from reviving. The revival takes 1d4 days, and once it has done you must spend 2 weeks in order to infuse yourself with the Material Components of the Resurrection spell in order to use this feature again.

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