Wizard
Base Class: Wizard

Using their own vitality to empower their magic, hemomancers practice the sinister arts of blood magic. The thirst for power inspired by this art leads to a dangerous gambit, one that few master and fewer survive.

Blood Magic

2nd-level Hemomancy Magic feature

You can expunge your own life essence to empower your spells. While casting a spell that deals damage, you may expend a number of hit dice up to half your wizard level. Add the expended hit dice to the damage roll for the spell.

This additional damage is only applied to the first damage roll for the spell, and not for any subsequent damage rolls that may be applied.

Life Tap

6th-level Hemomancy Magic feature

You have learned to manipulate your own lifeblood into briefly over-channeling your spells. As a bonus action, you can gain advantage on all spell attacks on your turn. By doing so, you take necrotic damage equal to 5 + your wizard level. This damage ignores any immunity or resistances.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Sanguine Vitality

10th-level Hemomancy Magic feature

Your body has grown resilient from the arcane abuse you regularly inflict. Whenever you expend Hit Dice to regain health during a short rest, you roll each dice twice and take the greater of the two rolls. Additionally, when you expend Hit Dice to deal additional spell damage using the Blood Magic feature, you gain temporary hit points equal to the total of the additional damage dealt.

Scourge

14th-level Hemomancy Magic feature

You have honed your mastery of weaving hemomancy to enthrall other creatures. As an action, you can choose one creature you can see within 60 feet of you to lash with a whip of conjured blood. That creature must succeed on a Constitution saving throw against your wizard spell save DC. If the target creature has blood, it has disadvantage on the saving throw. On a failed save, the creature becomes friendly to you and obeys your commands for one minute. At the end of each of its turns, the creature can repeat the saving throw. On a success, the effect ends and the creature takes 8d6 necrotic damage.

Once you use this feature, you must finish a long rest before you can use it again.

Hemomancy Magic Image

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