Wizard - School of Hemomancy
The School of Hemomancy studies the ancient arcane art of blood magic. As you select this tradition, you learn to manipulate your own life force so that you may manipulate the life force of others. As you progress through this school, you learn how to transform that vital energy into a force of immeasurable power, capable of defeating even the greatest of foes.
Hemomancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell with the hemomancy tag into your spellbook is halved.
Arcane Endurance
At 2nd level, your hit point maximum increases by 2, and increases by 1 whenever you gain another level in this class.
Additionally, you only need to sacrifice a fraction of your life force to cast Hemomancy spells. When you spend hit points to cast a spell with the hemomancy tag, you gain a number of temporary hit points equal to half the amount spent on the spell. These temporary hit points last for up to 1 hour.
Deepen Wound
Starting at 6th level, when you damage a creature that is below half their hit point maximum with a spell, that creature takes additional necrotic damage equal to your Intelligence modifier if
they haven’t already taken damage from this feature this turn.
Improved Endurance
At 10th level, your ability to cast Hemomancy spells is greatly augmented. When you spend hitpoints to cast a spell with the hemomancy tag, you now gain temporary hit points equal to the
total amount spent on the spell.
Dance with Death
At 14th level, your body learns to repair itself when it is near death. At the start of each of your turns, you regain a number of hit points equal to your Intelligence modifier (minimum 1) if you have no more than half of your maximum hit points remaining. You don’t gain this benefit if you start
your turn with 0 hit points.
This job was created by Sigilmancy on Notebook.ai.
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