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School of Hemomancy Wizard


Hit Points

Hit Dice: d6 per School of Hemomancy Wizard level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Constitution
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Overview & Creation

Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.   Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, releasing the stench of dried blood from the otherworldly plane beyond.   Crouching on the floor in a dungeon intersection, a gnome pours blood onto a circle of mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions of slaughter more clearly, he nods slowly, then opens his eyes and points down the passage to his left.   Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, bloodied frenzy, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.


Class Features

Arcane Recovery. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.   Arcane Tradition. When you reach 2nd level, you gain the benefits from the School of Hemomancy, shaping your practice of magic through blood.   Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.   Ability Score Improvement. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Spell Mastery. At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.   By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.   Signature Spells. When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.   If you want to cast either spell at a higher level, you must expend a spell slot as normal.


Starting Equipment

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • A spellbook
Alternatively, you can ignore the equipment provided by your class and background, and start with 4d4 x 10 gp.


Spellcasting

Cantrips. At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.   Your Spellbook. At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know.   Adding New Spells. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it.   For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.   Replacing Your Spellbook. You can copy a spell from your own spellbook into another book. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.   If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal.   Preparing and Casting Spells. The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells. you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Constitution modifier or Intelligence modifier (Whichever is higher) + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.   You can change your list of prepared spells when you finish a long rest.   Spellcasting Ability. Intelligence or Constitution (Whichever is higher) is your spellcasting ability for your wizard spells. You use your Intelligence or Constitution (Whichever is higher) whenever a spell refers to your spellcasting ability.   In addition, you use your Intelligence or Constitution (Whichever is higher) modifier and proficiency bonus for the spell save DC of a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence or Constitution (Whichever is higher) modifier.   Spell Attack modifier = your proficiency bonus + your Intelligence or Constitution (Whichever is higher) modifier.   Ritual Casting. You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.   Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your wizard spells.   Learning Spells of 1st Level and Higher. Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. as shown on the Wizard table. On your adventures. you might find other spells that you can add to your spellbook.   Cantrips (0th level).  

  • Acid Splash
  • Chill Touch
  • Dancing Lights
  • Fire Bolt
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shocking Grasp
  • True Strike
  1st Level.
  • Alarm
  • Burning Hands
  • Charm Person
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Find Familiar
  • Floating Disk
  • Fog Cloud
  • Grease
  • Hideous Laughter
  • Identify
  • Illusory Script
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Protection from Evil and Good
  • Shield
  • Silent Image
  • Sleep
  • Thunderwave
  • Unseen Servant
  2nd level.
  • Acid Arrow
  • Alter Self
  • Arcane Lock
  • Arcanist's Magic Aura
  • Blindness/Deafness
  • Blur
  • Continual Flame
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enlarge/Reduce
  • Flaming Sphere
  • Gentle Repose
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Mirror Image
  • Misty Step
  • Ray of Enfeeblement
  • Rope Trick
  • Scorching Ray
  • See Invisibility
  • Shatter
  • Spider Climb
  • Suggestion
  • Web
  3rd level.
  • Animate Dead
  • Bestow Curse
  • Blink
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Fear
  • Fireball
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Nondetection
  • Phantom Steed
  • Protection from Energy
  • Remove Curse
  • Sending
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Tiny Hut
  • Tongues
  • Vampiric Touch
  • Water Breathing
  4th level.
  • Arcane Eye
  • Banishment
  • Black Tentacles
  • Blight
  • Confusion
  • Conjure Minor Elementals
  • Control Water
  • Dimension Door
  • Fabricate
  • Faithful Hound
  • Fire Shield
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Private Sanctum
  • Resilient Sphere
  • Secret Chest
  • Stone Shape
  • Stoneskin
  • Wall of Fire
  5th level.
  • Animate Objects
  • Arcane Hand
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane
  • Creation
  • Dominate Person
  • Dream
  • Geas
  • Hold Monster
  • Legend Lore
  • Mislead
  • Modify Memory
  • Passwall
  • Planar Binding
  • Scrying
  • Seeming
  • Telekinesis
  • Telepathic Bond
  • Teleportation Circle
  • Wall of Force
  • Wall of Stone
  6th level.
  • Chain Lightning
  • Circle of Death
  • Contingency
  • Create Undead
  • Disintegrate
  • Eyebite
  • Flesh to Stone
  • Freezing Sphere
  • Globe of Invulnerability
  • Guards and Wards
  • Instant Summons
  • Irresistible Dance
  • Magic Jar
  • Mass Suggestion
  • Move Earth
  • Programmed Illusion
  • Sunbeam
  • True Seeing
  • Wall of Ice
  7th level.
  • Arcane Sword
  • Delayed Blast Fireball
  • Etherealness
  • Finger of Death
  • Forcecage
  • Magnificent Mansion
  • Mirage Arcane
  • Plane Shift
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  1. Sequester
  • Simulacrum
  • Symbol
  • Teleport
  8th level.
  • Antimagic Field
  • Antipathy/Sympathy
  • Clone
  • Control Weather
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Incendiary Cloud
  • Maze
  • Mind Blank
  • Power Word Stun
  • Sunburst
  9th level.
  • Astral Projection
  • Foresight
  • Gate
  • Imprisonment
  • Meteor Swarm
  • Power Word Kill
  • Prismatic Wall
  • Shapechange
  • Time Stop
  • True Polymorph
  • Weird
  • Wish


Subclass Options

Hemomancy Savant. Beginning at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.   Bloodied. Starting at 6th level, your blood empowers you with unholy resistance for a limited time. When you drop below half health, you gain advantage on all Constitution saving throws and gain resistance to poison and acid damage.   Blood Control. At 10th level, you can lower your heart rate drastically once per short rest. By sacrificing two Wizard hit dice, it becomes nearly impossible for anything to detect you. You are able to add your proficiency bonus to your Stealth checks (if you are already proficient in Stealth, you add your proficiency bonus on top of the existing modifier). You can maintain this for a number of minutes equal to your constitution score. You also regain all spent Wizard hit dice once you've completed a long rest.   Bloody Spellcasting. Starting at 14th level, you may spend a hit die as a bonus action to increase your Spell attack modifier and Spell save DC by 2 until the start of your next turn.
 


LevelProficiency BonusFeatureCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Arcane Recovery32
2nd+2Arcane Tradition33
3rd+2342
4th+2Ability Score Improvement443
5th+34432
6th+3Arcane Tradition feature4433
7th+344331
8th+3Ability Score Improvement44332
9th+4443331
10th+4Arcane Tradition feature543332
11th+45433321
12th+4Ability Score Improvement5433321
13th+554333 211
14th+5Arcane Tradition feature54333211
16th+5Ability Score Improvement543332111
17th+65433321111
18th+6Spell Mastery5433331111
19th+6Ability Score Improvement5433332111
20th+6Signature Spells5433332211

Created by

Luklus.

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