Base Class: Wizard
The School of Hemomancy delves into the arcane manipulation of blood running through the veins of friend and foe alike. Wizards who study Hemomancy learn to strengthen the potency of their magic by weakening the blood of enemies and strengthening that of allies. Additionally, those who study Hemomancy learn of the potency of sacrificial blood to further extend their own potential.
Bloodshape
At 2nd level, when a creature falls under the influence of or benefits from the effects of a spell you cast of 1st level or higher, you can tap into the blood of the creature, bolstering or corrupting them.
Bolster Blood.
As a reaction on an ally currently benefitting from an effect from one of your spells, you can grant them temporary hit points equal to 5 + your Wizard level.
Corrupt Blood.
As a reaction against a creature currently effected by one of your spells, you can afflict them with weakness. The creature must make a Wisdom saving throw. On a failed save, the target has disadvantage on saving throws against spells casted by you and you gain advantage on spell attacks against the target for two rounds.
You can use a combination of either Bloodshape feature a number of times equal to twice your Proficiency bonus per short or long rest.
Sanguine Influence
At 2nd level, you learn the Bane and Bless spells. These spells do not cost you any gold or time to copy into your spell book, as they both appear written in magical blood when you select this school. These spells do not count against your total spells known and they count as Wizard spells for you.
Bloodshape Adept
At 6th level, your Bloodshape feature gains additional benefits.
Bolster Blood.
In addition to the temporary hit points granted by this feature, when you use it, choose one damage type from poison, acid, fire, cold, and lightning. Each time the targeted creature loses any of its temporary hit points, the attacking creature takes damage of the chosen type equal to your Intelligence modifier.
Corrupt Blood.
In addition to the original effects granted by this feature, if the creature uses movement on its turn while under the feature's effects, it suffers 1 piercing damage for every 5 feet it travels, up to a maximum of 6 piercing damage per round.
In addition to these benefits, when you use your Bloodshape feature, you can target two creatures currently effected by one of your spells of 1st level or higher instead of one.
Blood Feast
At 10th level, when a creature under the effects of your Bloodshape feature drops to 0 hit points, you gain temporary hit points equal to your Intelligence modifier + the level of the spell that was affecting it.
Sanguine Sacrifice
When you reach 14th level, when you cast a spell on your turn, you can sacrifice some of your own blood to increase the potency of the spell. When you do so, you take 2d8 + your Intelligence modifier magical piercing damage. The spell you are casting is casted at one level higher than it would be with the level of spell slot expended up to a maximum of 9th level. Additionally, if the spell deals damage, you can re-roll the total damage twice and take either result.
(Example: When casting a 3rd level Fireball and using this feature, you expend a 3rd level spell slot and are able to cast the fireball at 4th level and on the damage, you are able to re-roll each d6 and take either total result)
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