School of Hemomancy
Bloodmage
Beginning when you select this school at 2nd level, you can use a bonus action to draw blood from an open wound on your body. This blood dances around your form like a free flowing stream, encircling you.
You must be conscious to control and maintain the blood around you, and maintaining that control becomes more difficult over time. After a minute of passive control, you must concentrate as though on a spell in order to maintain the blood and power within it.
Roll a number of d6 up to your class level, taking that amount in necrotic damage and reducing your maximum hit points by the same amount. Any damage taken as a result of blood magic and self-sacrifice cannot be increased or reduced due to any sort of vulnerability or resistance. This reduction lasts until you finish a long rest.
Should you have survived the process, the number of dice rolled determines the amount of blood you have drawn from your body, represented by Blood Points. These Blood Points can be used to cast or manipulate the nature of your spells. You may use a Blood Point in place of a spell slot when casting a spell at 1st level. When attempting to cast at a higher level, you must use 2 Blood Points for every additional level above first. You cannot create a spell of a level higher than you are ordinarily capable of casting.
Blood Magic
Practising forbidden rites on yourself and examining ancient half-burned texts have lead you to a deep understanding and appreciation for precision in sacrifice. You have the inflict wounds spell in your spell book, and it counts as a wizard's spell for you.
Choose one of the following Blood Magic options:
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Silent Spell When you cast a spell, you can spend 1 blood point to cast it without any verbal components.
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Reaching Spell When you cast a spell that has a range of 5 feet or greater, you can spend 1 blood point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 blood point to make the range of the spell 15 feet.
Rituals
You may use blood magic in a ritual spell, in order to keep it silent for example, but to do so requires concentration throughout the ritual. Should this concentration be broken, the blood point is expended but the effect is no longer active and you must expend an additional Blood Point to continue the desired effect for the remainder of the ritual.
Forbidden Practises
Starting at 2nd level when you choose this school, you possess a Blood Ritual Dagger as well as the knowledge of how to craft one.
This dagger contains an old magic, similar to an enchantment, and is very unwieldy. When used on yourself, the open wound created and the pain associated may be focused upon as a direct replacement for an arcane focus.
Dynamic Blood
Starting at 6th level, your experience with manipulating the life energy within blood allows you to use any open wound as an Arcane Focus, or "Blood Focus". When using a Blood Focus to cast a spell, you can choose to take necrotic damage equal to your Constitution Modifier (minimum 1) in order to deal additional necrotic damage equal to your Intelligence Modifier (minimum 1). You may use this feature a number of times equal to your Constitution Modifier (minimum 1).
Additionally, you learn to better manipulate the blood streams you consume for power. When you are damaged with a melee weapon, you may use a reaction to attempt to reduce that damage. Choose a number of blood points to expend, and roll that many six-sided dice. The damage dealt to you is reduced by the result as the blood streams converge at the point of impact in attempt to protect you.
Improved Blood Magic
At 10th Level, through your deep study and practise you unlock further secrets find another way to use life-blood to overwhelm your enemies.
Choose an additional Blood Magic option:
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Empowered Spell When you roll damage for a spell, you can spend 1 blood point to reroll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.
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Whelming Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 blood points to give one target of the spell disadvantage on its first saving throw made against the spell.
Potent Bloodline
Starting at 14th level, whenever you roll damage in order to collect Blood Points, you have a chance to double the effect. On a 6, you collect 2 Blood points rather than 1.
Additionally, whenever you use the Dynamic Blood feature to deal additional damage to a creature, you may add your Constitution Modifier to the damage dealt.



















Blood Tribute
Ritual dagger on someone else, through a sacrificial ritual. This ritual takes 10 minutes, multiplied by the creature's positive constitution modifier. This only works if the individual is immobilised or otherwise incapacitated. You use their blood in magic instead of your own. Their Constitution Modifier reflects the number of blood points you can get from them, to a minimum of one. If you do an amount of damage equal to the creature's Con score, the creature dies. Additionally, the creature is immune or otherwise resistant to this effect if they are immune or resistant to necrotic damage.
Blood Ritual Dagger
Weapon (dagger), very rare
A round-hilted dagger, forged exclusively of cold iron. Ancient horrible symbols in a forgotten Abyssal dialect cover the surface. Upon completion of the dagger, it is soaked for a moment in boiling blood.
This dagger is oddly shaped, making it unsuitable for throwing or delicate work. It lacks both the finesse and thrown properties.
Bloodmagic Feat
Unlock ability to make ritual dagger. Can have up to 2 blood points for spell generation. Add inflict wounds to spell book.