Base Class: Wizard
Hemomancy is a highly guarded Arcane Tradition, being considered very prestigious and elite. Most who become Hemomancers, blood mages, spend many resources- both time and money- to become so, usually taking years of their life to do so. They, in return, are able to wield a forbidden power- the life force of the very creatures they encounter. There are varied interpretations of how one is supposed to use this power, some use this power to heal others' wounds, some use this power as a means to the end of another's life, tearing flesh with the very blood that flows under it.
Hemomantic Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a hemomancy spell into your spellbook is halved.
Harvest Blood
Beginning at 2nd level, you can, as an action, use your Hemomantic energy and knowledge to reach out and connect to a target you can see. A target you choose, that you can see and is within 120 feet of you, must succeed on a saving throw using their Spell Attack Bonus or take 2d8 magical piercing damage, as you tear their skin from the inside out using the very blood that pumps in their veins. For non-spellcasters, they make the saving throw using their Intelligence modifier and proficiency bonus.
Blood Mage's Blade
Starting at 6th level, you can spend 1 hour and 1 Level 3 Wizard spell slot to make any non-magical dagger a Blade Of The Blood Mage, a magic item only you can attune to, which, 2 times per day can be used to impose disadvantage on a Hemomancy spells, and the effect is applied as part of the Cast A Spell action. This item can also be used as an arcane focus for the Hemomancer who makes the Blade.
Absorb Blood
Beginning at 10th level, you regain half the damage of any Hemomancy spell you cast that the target fails their saving throw on, and gain 10 temporary hit points until the target dies or exits a 1000 foot radius for the next hours.
Channel Blood
Starting at 16th level, you can use an action to tear all of the scars you've gained in your Hemomancy career open, taking 2d12 magical piercing damage and creating an aura around you that causes all physical damage dealt by your allies to be doubled until you fall unconscious or you choose to end this effect as a bonus action.
Comments