Base Class: Wizard
A powerful and commonly illegal form of arcane practice, the lives of those that study and manipulate blood magic are not easy in many places across the planes. With it outlawed in many places, blood magic wielders commonly hide their use of haemocraft, and are very selective in who they can trust with the secrets of their wizardry. Through the use of blood magic, wizards are able to bolster their allies at the expense of their own life force, feed off of the felling of their enemies, and empower their own magic through self-sacrifice. A practicing haemocraft wizard can even become powerful enough to raise the dead.
Haemocraft Features
| WIZARD LEVEL | FEATURE |
|---|---|
| 2nd | Master Physician, Sanguine Arcana |
| 6th | Blood Harvest |
| 10th | Restore Blood Flow |
| 14th | Crimson Ruin |
Master Physician
At 2nd level, you have studied the body and its functions enough to aid yourself and others. You gain proficiency with Wisdom (Medicine) checks, and have advantage on Wisdom (Medicine) checks you make to stabilise an unconscious creature.
Sanguine Arcana
At 2nd level, you learn the cure wounds spell. It counts as a wizard spell for you, is always prepared, and does not count against the amount of spells you can prepare each day.
You can also cast this spell without using a spell slot. You can only cast the spell to the level of your highest spell slot, or as a 5th level spell, whichever is lower. For example, a 5th level blood magic wizard can use this feature to cast cure wounds as a 3rd level spell, but not as a 4th or 5th level spell. When you cast the spell in this way, you must roll a number of d6's equal to the level you wish to cast cure wounds at, and take damage equal to the total number rolled. This damage cannot be lessened or negated by anything short of a wish spell. When you cast the spell in this way, you cannot be the recipient of any of the healing provided by it.
Blood Harvest
Beginning at 6th level, when you drop an opponent to 0 hit points or kill them outright with a weapon attack or with a spell, you can use your reaction to sap the last of their vitality for yourself. You regain a number of hit points equal to your intelligence modifier + your proficiency bonus. If you are at full health or cannot regain hit points for any reason, you can instead choose to gain temporary hit points of the same amount.
Restore Blood Flow
Beginning at 10th level, you have learnt to channel blood magic to bring a fallen ally back to life. You can cast the revivify spell as a wizard spell once per long rest without the need for material components. To do so, you must expend three hit dice, and roll them. You take damage equal to the total number rolled, and this damage cannot be lessened or negated by anything short of a wish spell. If this damage knocks you unconscious the spell fails.
Crimson Ruin
Beginning at 14th level, when you cast a wizard spell at 5th level or lower, you can use your reaction to bolster your magic by sacrificing your own life force. You must roll a number of d6's equal to the slot level used to cast the spell. You take damage equal to the total number rolled, and this damage cannot be lessened or negated by anything less than a wish spell.
When you use this reaction, you can either impose disadvantage on the saving throws of all creatures targeted by your bolstered spell, or you can treat the roll of each damage die as the maximum number possible, dealing the maximum possible damage.
You can use this reaction twice, and you regain all expended uses at the end of your next long rest. Beginning at 18th level, you can use this reaction up to three times between long rests, and can utilise this feature with spells that are cast with 6th level spell slots as well.
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