Hemomancer

The origins of hemomancy are shrouded in ancient myths and legends, with some claiming it was gifted to mortals by a forgotten deity who sought to bestow the secrets of vitality upon them. Others believe it emerged from the convergence of natural forces and arcane experimentation, as ambitious mages sought to understand and harness the life-giving properties of blood. Regardless of its origin, hemomancy practicioners, known as hemomancers, quickly learned that the very essence of life coursing within them could be manipulated to shape reality.   The core principle of hemomancy revolves around the notion that blood is a vessel of both energy and consciousness. Hemomancers tap into this essence through intricate rituals and precise control, enabling them to manipulate the flow of blood within themselves or others.   But with such potent magic comes great responsibility and risk. Hemomancers must tread carefully, for wielding the power of life force requires a deep understanding of its consequences. Mishandling their abilities could lead to unintended harm, or worse, a rupture in the delicate balance of life energy, resulting in catastrophic consequences for both the caster and the world around them.  

Forbidden Schools

1st-Level Wizard (Hemomancer) Feature   As a hemomancer, you are barred from abjuration magic, as well as one school of your choice. As such, you cannot learn or cast spells of these schools unless they are also a Blood spell. Alternatively, you can choose three spell schools which are considered your forbidden schools. You cannot choose universal magic as forbidden schools.  

Sanguine Savant

1st-Level Wizard (Hemomancer) Feature   You may choose to copy a spell into your spellbook without paying a cost. If you do so, you lose 1 maximum hit point per level of the spell permanently and that spell gains the Blood tag. Additionally, you ignore the Rare tag of blood spells for the purpose of learning them.  

Everflowing Arteries

1st-Level Wizard (Hemomancer) Feature   Whenever you use your Arcane Recovery feature, you can choose to regain up to half your expended wizard hit dice (Minimum 1). If you do, you do not regain any spell slots.  

Veinous Path

1st-Level Wizard (Hemomancer) Feature   You gain one of the follow features of your choice. You cannot change this choice later.  
  • Crimson Cocoon. When you make a spell attack using a blood spell while within the threatened space of another creature, you gain a +3 bonus to your AC and do not provoke attacks of opportunity for casting that spell until the beginning of your next turn.
  • Hemomantic Rain. The range of your melee and ranged spell attacks made with blood spells is increased by 30 feet.
  • Empty Body. While you are both bloodied and have no remaining hit dice, you have advantage on the first spell attack you make each round using a blood spell.

Magic of the Veins

6th-Level Wizard (Hemomancer) Feature   Whenever you cast a Blood spell, you may expend a wizard hit die and choose one of the following effects to augment that spell:  
  • Bloodbound. If you are targeting a creature with blood, you add the result of the hit die to the attack roll of your spell.
  • Siphoning. You infuse your life essence into the spell and cause it to heal you. If the attack roll hits or the target fails its saving throw, you regain hit points equal to the result of the hit die plus your Constitution modifier.
  • Empowered. You infuse your blood into the spell, causing it to tear apart your target. The spell deals additional necrotic damage equal to the result of the hit die plus your Constitution modifier to one creature damaged by the spell.
  • Sheathing. You let the left over magic of the spell control your shed blood, surrounding you in a protective cocoon. Until the beginning of your next turn, you gain a +2 bonus to AC. This does not stack with bonuses to AC gained from spells.
When you reach 10th level, you can expend up to 2 hit dice at a time when you use this feature, and up to 3 hit dice once you reach 14th level.  

Empowered Blood

10th-Level Wizard (Hemomancer) Feature   You gain proficiency in Constitution saving throws and you can apply up to two effects when you use your Magic of the Veins feature, though you can spend no more than your maximum limit of hit dice at a time to do so.   Additionally, any time you use Everflowing Arteries to regain hit dice, you regain hit points as though you had expended as many hit dice as you regain, though you do not add your Constitution modifier to these hit points gained.  

Liquid of Life

14th-Level Wizard (Hemomancer) Feature   You master the power that surges through your veins. Any time a spell you have altered with your Magic of the Veins trait reduced a creature to 0 hit points, you can draw forth the life energy of that creature, creating a sphere of liquid blood floating beside you. You can have up to five of these orbs at any time. You can expend these spheres in order to cast a Blood spell with a level equal to the spheres expended without using a spell slot. You cannot create a sphere from Minions.   When you finish a short or long rest, the magic holding the spheres weakens, causing you to lose all blood spheres you have.

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