Hemomancy

*Hemomancy, contrary to popular misconception, is not the art of sacrificing one's own life force to power magic. While such a thing is possible using hemomancy, using it in such a way is dangerous and ill-advised. The proper use of blood magic is best explained as thus: necromancy is the manipulation of positive and negative energy, that which sustains and destroys life respectively. The manipulation of negative energy can be used to restore the dead to life just as they were, respected and noble magic to be sure; this same negative magic can also be used to raise the undead, a vile art respected by very few. Positive energy, in contrast, is used to heal, but there are those who see this as limiting. To manipulate the essence of life, to manipulate positive energy into what suits you is the prerogative of hemomancy.*

*Some may also claim that animancy is also a form of hemomancy, as the manipulation of the soul can only be described as bending life to your whims. While this is true, the skillset for this magic is quite different and sometimes does not align; in common speech, it is usually assumed that hemomancy does not include the soul in its purview. Definitively arcane in nature blood magic is almost unilaterally performed by wizards and sorcerers, warlocks can duplicate some of its effects, but only those with the knowledge or natural talent themselves can unlock its dark virtues.*

## ***2nd Level:***

### ***Written in Blood***

Beginning at 2nd level, you begin the process of bending your life essence to your will, starting with transferring your wealth of magical knowledge, your spellbook, into your form. This could be a magical codex built into your blood, magical tattoos covering your body, carvings in your bones, or even coding the magic into the edges of your soul. When you gain this feature, you destroy your spellbook and transfer all the spells inside it into your body. In order to copy spells into this new form, you require half the normal gold value in ruby dust, but you also take necrotic damage equal to the spell's level when you do so. This form of magical notation is extremely resilient, but if you die it is destroyed and you must begin anew as if your spellbook were destroyed.

### ***Hemorrhagic Recovery***

At 2nd level, you may use your bonus action to perform your arcane recovery feature, expending your use as normal, when you do so you must choose a creature you can see within 60ft that possesses blood. That creature must make a constitution saving throw VS your spell save DC or suffer 1d6 necrotic damage for each spell level you would regain using arcane recovery, taking half as much on a success. You may target yourself with this ability, in which case you automatically succeed on your save.

## ***6th Level:***

### ***True Hmounculus***

At 6th level you begin your true journey as a hemomancer, creating your first homunculus. A normal wizard of sufficient power can create a facsimile of a true blood mages assistant, but your creation is the true article. Creating a true homunculus requires 8 hours of work, but you are rewarded with a perfect visual copy of yourself. The imitation is purely visual however, if injured the humunculus is immediately shown to be a blood based construct. It is bound to you, as such it will always obey your commands and if an effect would cause it to betray you or you die it is immediately destroyed.

Your homunculus has a hit point maximum equal to your wizard level +5, its physical ability scores are equal to yours +2 (to a maximum of 20), its charisma is the same as yours, and its intelligence and wisdom are both 10. Homunculi cannot heal, instead, you may give it a blood transfusion during a short rest. If you and your homunculus take a short rest together you may choose to expend hit dice to heal it. While your homunculus can speak, read, and write all the languages that you can most are quite skittish upon creation, needing to be "broken into" social interaction.

Homunculi do not possess the capacity to learn, but their mind is somewhat alien and can replicate and emulate a creature's actions quite easily. Your homunculus can take the help action to assist with any check even if it does not possess proficiency in the skill or tool in question. It might assist a blacksmith to create a blade, a glassblower to create a bauble or even assist his master in an arcane project such as imbuement, golemancy, or copying spells. While its assistance is reliable it is only copying what you are doing, as such its help action only grants you advantage if it cancels out disadvantage, if it would grant you advantage but can't, it instead reduces the time the project takes.

Your servant's most powerful ability is its telepathic connection to you, so long as it is on the same plane of existence as you, it may magically convey what it senses to you and may telepathically communicate with you. This bond is so strong that it feels all the pain that you do even when separated across planes. This telepathic link gives it special insight into your commands and wishes, so long as it can communicate with you it will act exactly as you would want it to, even if your attention is spent elsewhere unable to directly command it.

You can only ever have one homunculus at a time, be it from this feature or the create homunculus spell. If you cast the spell, or attempt to create a homuculus with this feature while you already have one, it fails.

## ***10th Level:***

### ***Heart of Darkness***

When you gain this feature at 10th level, you undergo a process that alters your heart. This modification might be an infusion with positive energy or a replacement made from animated stone or metal; whatever the case, this newly improved organ gives you a certain resilience not many wizards can boast. Your heart gives you the following benefits:

* You are immune to blood curses, including all forms of lycanthropy and Laneran plague.
* You have proficiency in constitution saving throws.
* When you begin concentrating on a spell, or succeed on a concentration check made because of taking damage, you gain an amount of temporary hit points equal to the level of the spell you are concentrating on plus your intelligence modifier.
* Taking damage to temporary hit points does not provoke concentration checks, and when you make a concentration check due to damage, the DC ignores damage done to temporary hit points.

## ***14th Level:***

### ***Sanguine Grip***

Beginning at 14th level, you undergo a process that infuses your heart of darkness with greater power. You can now use it to manipulate the blood of living creatures at will. As an action, you can seize a creature of large or smaller size that possesses blood within 60ft. That creature must make a constitution saving throw vs your spell save DC. On a failure, they are restrained in your grip until the end of your next turn and you may move the creature up to 30 feet in any direction, including upward but not beyond the range of this feature. A creature lifted upward is restrained in mid-air unless you choose to drop them as a free action. A creature who is targeted by this ability suffers necrotic damage equal to half your wizard level or equal to your wizard level on a failure.