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.
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