Wizard
Base Class: Wizard

A lesser known art to Necromancy, Hemomancy is considered, in some ways, even more taboo as it deals with controlling that which still lives. Using the life-blood of living creatures to bend them to your will. Sacrificing your own blood, or the blood of another, to empower yourself or forsake your enemies. 

 

*This sub-class uses many other homebrews as a basis for its inspiration. If you see variations of your features thank you for your great ideas. 

Bloodletter

Using a short/long rest you create a *Bloodletter by focusing on a dagger in which you laced with your own blood. A bloodletter can be used as an arcane focus. You may only have two bloodletters at any given time, trying to create a third one results in another to dissolving into rust.

*Bloodletter: base weapon: dagger, +1 necrotic damage, Hemomancy arcane focus only

Sanguine Casting

At 2nd level, you draw your own blood transforming it into power. As an action you can take 1d6 necrotic damage per spell slot level to regain one spell slot, maximum of 4th level slot. At 12th level you can regain any level spell slot that you can use, with a maximum of 8th level spell slots*. You may not regain those hit points lost this way until after a short/long rest or by another Hemomancy feature. 

Your hit dice is now a d8 instead of a d6. This is retroactive.

*Simulacrums cannot use this feature.  

 

Blood Siphon

Starting at 6th level, as an action you siphon one targets hit points equal to 1d6 per half your wizard level (rounding down) + your intellect modifier into another creature within 30ft of you*. This can be temporal hit points if the target goes above maximum health. An unwilling creature must roll a Constitution saving throw to resist the siphon, on a successful save you both take necrotic damage equal to half what you rolled, the new target creature still gains hit points. You can use this as many time as your intelligence modifier and regain uses after finishing a long rest.

Constructs and undead are immune until you reach 12th level.

*If your bloodletter is within 30ft of you, you may cast this feature from your bloodletter.

Vein Control

Beginning at 10th level, you can manipulate the life-blood of another to do your command. As an action one target creature must make an Constitution saving, this is at disadvantage if their constitution is lower than your own. If they fail you control their actions each turn, they may try to regain control at the end of each their next turns. If you have not released them, or they have not died, and they break free of your control you take 1d6 and they take 1d4 psychic damage per round they are under your control. Creatures with a constitution ability score of 20 or higher or are immune to charm are unaffected by this feature. You can do this once per long rest. 

At 15th level you can do this twice before taking a long rest.

Life-Blood Mastery

You have mastery over your craft. Manipulating the course in which your blood will flow. Choose one feature from the following*: Bloody Retaliation or Life-Blood Aura. 

At 16th Level you gain: Sanguine Resurrection.

*You may change your chosen class feature after leveling up or at the dungeon master's discretion. 

Bloody Retaliation

At 14th level, you are a conduit of the life-blood magic. You gain resistance to necrotic damage. When you take damage, as a reaction, you and the attacker take half the damage (rounding down). You may use this twice before finish a long rest.

Life-Blood Aura

You are immune to being paralyzed or poisoned.

Once per long rest, as an action, you may release an aura in a 40 feet diameter around you for one minute. You give off a glowing red aura that permeates you with a deathly, almost foul metallic smell. When you use this feature, choose any many targets you want. They have advantage on constitution saving throws, anyone else within the aura has disadvantage on constitution saving throws. The aura only ends early if you dispel it or fail a death saving throw. All allies within range gain 1 hit point. 

Sanguine Resurrection

Your knowledge of the Life-Blood from which all life springs goes beyond life itself. Once per long rest you may cast True Resurrection instantaneously using Sanguine casting. You may cast it again, but take twice the damage and gain 1 level of Exhaustion for each use.

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