Wizard: School of Sanguinomancy

Sanguinomancy is often thought of as a taboo practice of foul and dark blood magic. Few wizards openly study blood magic for this reason, although most Sanguinomancers will tell you that superstition dams the river of progress. Arcane institutions will often have groups of like minded individuals gather and secretly study blood magic and its inner workings. A few wizards stumble upon it during their own experiments. Regardless of how one comes to learn of Sanguinomancy, the undeniable truth is that blood magic is powerful, at a cost.

Sanguinomancers blend the schools of Transmutation and Necromancy to convert life force in to power. They harness this power through powerful blood sigils to temporarily bolster their fortitude or amplify their spells. The effects of Sanguinomancy can be devastating, but the costs required can potentially overwhelm even the most experienced wizard. Typically, the more potent the effect, the greater the strain to the body. Blood magic has the potential to severely weaken or even kill its practitioners, so caution is often advised during its application.

Hematogenisis

At 2nd level, the study of your own life force gives you insight on how to harness its latent power. As a bonus action, you may spend one of your available Wizard hit dice to cause a faintly glowing blood colored sigil to appear on your body, called a Hemoglyph. Hemoglyphs last for 1 minute, are cumulative, and refresh in duration with the application of another Hemoglyph. You may have active Hemoglyphs equal to half your Wizard level, rounded down. When a Hemoglyph is first created, it confers the following benefits for its duration:

You gain Temporary Hitpoints equal to 1d6 + your current number of active Hemoglyphs. Any remaining temporary hitpoints dissapear when the Hemoglyph(s) expires.

Your non-touch/non-self spells gain additional range equal to 10ft × your current number of active Hemoglyphs.

You gain a bonus to all saving throws equal to half your current number of active Hemoglyphs, rounded down (minimum 1.)

Blood Liturgist

Starting at 2nd level, you can offer your life force to speed up a ritual. You may reduce the casting time of a ritually cast spell by 10 minutes. If you use this feature, you take a minimum of 1d6 per spell level Necrotic damage. This damage can not be prevented, reduced, or redirected in any way. You can choose to increase this damage by 1d6 any number of times.

Whenever you use this feature, you may substitute material components for a ritual that has a total gold cost less than or equal to the damage you took.

Exsanguination Expert

At 6th level, you become particularly gifted at siphoning the life of others. You learn the spell Vampiric Touch, or another Wizard spell if you already know it. Vampiric Touch doesn't count against the number of spells you can prepare, and you always have it prepared. When it is active, you gain the following benefits:

You have advantage on Concentration checks made to maintain the spell

You have advantage on attack rolls with the spell

The spell's damage ignores resistance

You may make the melee spell attack in place of an opportunity attack

If you have one or more active Hemoglyphs, the melee spell attack can benefit from the range increase (despite still being a touch spell) and deals extra damage on hit equal to half your Wizard level + the number of your current active Hemoglyphs.

Greater Sanguinomancy

When you reach 10th level, you begin to truly understand how to exploit the power of your Hemoglyphs. You can invoke up to 2 Hemoglyphs at a time, provided you have the Wizard hit dice to spend on each glyph. Additionally, you may end any active Hemoglyphs on yourself as you cast a spell to cause an empowered effect. When you use this feature, you may apply any applicable of the following options:

Add a bonus to hit to the spell equal to half the number of Hemoglyphs consumed, rounded down.

The spell has some of its effect dice maximized equal to or less than the amount of Hemoglyphs consumed.

A single creature suffers a penalty to the first saving throw they make against the spell. This penalty equals half of the amount of Hemoglyphs consumed, rounded down.

Blood for Power

At 14th level, you learn to squeeze the most power possible out of the mortal form. Instead of spending a Wizard hit die, you may take 1 level of exhaustion to invoke 2 Hemoglyphs. You may also raise the level of a spell you cast by taking 1d4-1 levels of exhaustion per upcasted level. Any exhaustion caused by this feature takes effect at the end of the turn the feature was used.