Wizard
Base Class: Wizard

Those who use necromancy to heal and hurt themselves for magics

Blood Magic

Beginning at 2nd level you use the form of necromancy called Blood Magic, all spell slots you have, and get increase your maximum hit points by 1d4 + 1 maximum hit points x spell level, but all spells cost hit points now 1d6 + 1 necrotic damage x the spell level. your hit dice is now 1d8, your hit dice from level 1 is 1d8 as well, and upon 2nd level you get 2 extra maximum health for previous levels

 at 6th level you can use your INT stat bonus for constitution saving throws and skill checks.

Vitality Drain

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Bloodmancy. You don’t gain this benefit for killing constructs or undead.

Strong Blood

At 6th level, when you or anyone else casts a spell that gives you temporary hit points instead the spell gives you extra maximum hit points that last for the spell's duration or until a rest.

Cursed Blood

Beginning at 10th level, you whisper incantations and slit your wrist, up to 5 corpses/skeletons within 30 feet of you are animated under the ruling of animate dead for each one you take 2d6 necrotic damage which acts as their maximum hit points you can't regain the hit points until the zombie/skeleton has died

Endless Life Energy

Starting at 14th level, 3 times a long rest you can choose an ally or yourself and pump them full of necromancy restoring 2d8 hit points.

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