Base Class: Wizard
The ancient and forbidden tradition of Hemomancy teaches that their is magic within the blood of every living thing, and that those who can tap into this magic can obtain power unlike any other. Called Hemomancers or 'Blood Mages', followers of the tradition of hemomancy focus on spells that can affect both the blood of others, as well as their own. Many of these wizards practice their art in secret, though the knowledge and practice of such magic can allow them to work as doctors, shamans, or assassins.
Blood Shield
Beginning at 2nd level, you have learned how to draw power from your blood to harm others. As a bonus action, you can cause your blood to become volatile. Until the end of your next turn, whenever you take damage from a creature you can see, that creature takes necrotic damage equal to your wizard level plus your intelligence modifier. This feature can only effect a creature once per turn.
Sanguine Savant
By 2nd Level, your studies of blood have given you insight into anatomy. You gain proficiency in the medicine skill, if you already have proficiency gain expertise.
Additionally, you have learned how to use the magic within blood to see into the memories of the dead. Whenever you are next to a creature who has been dead for no longer than 48 hours, you can spend 10 minutes preforming a ritual involving the blood as you experience a vision relating to the creature. When you do, you can learn one of the following pieces of information:
- The creature's name and creature type
- In what manner the creature died, such as disease or poison
- The creature's role in society such as profession (if it had one) or social status
- How long ago did the creature die
- What was the last task the creature was doing
Once you have used this feature, you cannot do so on the same corpse again. You can learn one additional piece of information at 6th, 10th, and 14th levels.
Crimson Regeneration
At 6th level, you have learned how to heal your body with blood magic. Whenever you cast a spell that deals necrotic damage, you regain hit points equal to half the damage plus your Intelligence modifier.
Empowered Veins
By 10th Level, you have become attuned to the magic in your blood. Your maximum hit points can no longer be reduced, as you have control over your own blood. Additionally, you have become immune to disease and poison.
Cruor Lord
At 14th level, you have mastered the art of blood magic. Whenever you successfully hit a creature with a spell attack, you can use your bonus action to draw some of their blood to you to consume, though constructs and undead are immune to this effect. You cannot use this feature again until you finish a long rest.
Blood Resevoir: You consume the life force of the creature; your hit point maximum increases by half of the damage dealt to the creature by your spell attack. This effect lasts until you finish a long rest.
Bloodshape: You consume the essence of the creature. Until you finish a long rest, you can cast the spell alter self as an action without expending a spell slot to look like the creature you consumed, and you have advantage on Charisma checks made to pass yourself off as the creature. When you use this feature, the spell lasts for up to 4 hours.
Blood Defense: You consume the strength of the creature. Until you finish a long rest, you gain one damage resistance or condition immunity that the creature had.







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