Wizard
Base Class: Wizard

Wizards are those that follow the arcane practices of ancient times, yet sometimes they find the restrictions of the weave to be too confining. Many that have felt this way sought out the ways of magics yet older than even the druids or the divine clerics. The practice of Hemocraft, also known as blood magic. Taboo and exceptionally dangerous a practitioner of Hemocraft sacrifices their own life and the lives of others to further empower and fuel their spells beyond their own limits. The practice of blood magic is as old as the world itself and while the usage of such magic is widely forbidden, many wizards and scholars study it... for the sake of keeping old knowledge archived of course.

The practice of Hemocraft has an undeniable effect on the body of the practitioner. At your option, you can pick from or roll on the Hemocraft Quirks table to create a quirk for your character.

Hemocraft Quirks
d6 Quirk
1 The veins along your arms and neck are strikingly visible at all times. 
2 You barely bleed, even when gravely injured. 
3 Your eyes are forever horribly bloodshot.
4 When you bleed your blood drifts in the air around you. 
5 Whenever you cast a spell your skin becomes gaunt and your veins bulge.
6 Your veins all emit a dull red glow. 

Inscription

Beginning when you select this school at 2nd level, when you inscribe a spell into your spellbook, you have the choice to reduce the time you must spend to copy it into your spellbook to 10 minutes and halve the gold cost as you replace the ink required with your own blood. In addition when you inscribe a spell in this way you can replace any of your currently prepared spells with it if you so choose. However, inscribing a spell in this way causes you to suffer 1 point of exhaustion. 

Blood Magic

Starting at 2nd level, you can begin utilizing your own life force to circumvent the limitations of spell memorization that impede other wizards. You may cast a spell written in your spellbook that is not prepared by consuming a number of Hit Dice equal to the level of the spell. When casting a spell in this way it cannot be cast above its initial level. If at any time you have 0 hit dice remaining you suffer a point of exhaustion that can only be cured by way of a long rest. 

Blood Shield

Beginning at 2nd level, you have learned to sacrifice your own life force to bolster your arcane power. As a Bonus Action, you may convert half of your current hit points to a pool of temporary health that lasts for 1 minute. While you have this temporary health you cannot be healed above your current hit points by any means. While you have Blood Shield active, whenever you cast a spell that requires an attack roll, you may add a bonus to that attack roll by draining a number of these temporary hit points, the bonus equals the number drained and cannot be higher than a +1.

At 6th level, this limit raises to a +2, and at 14th it rises again and becomes a +3.

Coagulation

Beginning at 6th level, when you or a creature you can see within 30ft drops to 0 hit points, you can expend your reaction to stem the flow of blood from their wounds, immediately stabilizing them or yourself. In addition, if the creature is not yourself and you have Hit Dice remaining, you can expend one to heal them immediately for the number rolled. If at any time you have no Hit Dice remaining you suffer a point of exhaustion that can only be cured with a long rest.

Vein Weave

Starting when you reach 10th level in this subclass, you can use your life force to bend the magical laws of the weave. Doing so lets you cast any cantrip as if it had the casting time of 1 Bonus Action. However, doing so causes you to take 2d10 Psychic damage, this damage cannot be ignored and circumvents all resistances and immunities. 

Fleeting Power

When you reach 14th level in this subclass, when you reduce a creature(s) to 0 hit points with a spell or cantrip you can draw on the remaining blood of the creature(s) to manipulate the weave and immediately cast a cantrip as part of the same action or bonus action. If the spell or cantrip reduces more than 1 creature to 0 hit points, you may instead consume a 1st level spell slot to cast a spell as part of the same action or bonus action, even if that action or bonus action was casting a spell. The slain creature(s) must have blood to utilize.  

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