TEXT: WIZARD: SCHOOL OF HEMOMANCY 
  The School of Hemomancy is one of the most forbidden 
  • 
  realms of magic that a wizard can delve into, but there 
  will inevitably be those who can't be deterred from the 
  grisly pursuit of blood magic and the raw power it can 
  offer. There is magical energy in the blood of all living 
  things - magic which can be used to fuel any school of 
  spell - and this school teaches its students to harness 
  that energy, no matter the cost. Of course, blood mages 
  often prefer that cost to be paid by someone else. 
  Hemomancers are not always villainous, even though 
  they are almost always feared or despised Some blood 
  wizards practice their art as a necessary means to gain 
  the power they need to defeat monsters or save others. 
  Yet hemomancy is a forbidden magic, forcing wizards 
  who pursue it to mark their own path by experimenting 
  and crafting their own hemomancies. And this study of 
  hemomancy often pushes blood wizards to test their 
  spells on living subjects, seeking those with more and 
  more powerful blood Such pursuits do make it easier to 
  adopt an evil alignment, which might be part of why the 
  school is generally forbidden and reviled 
  HEMOMANCY SAVANT 
  Beginning when you select this school at 2nd leveL you 
  can choose up to one spell in your spellbook that is not 
  a Blood spell It becomes a Blood spell in addition to its 
  other schools, and you can choose to change its name to 
  fit the spell's new form, such as changing chromatic orb 
  to ''chromatic bloodbolt" or changing magic missile to 
  ''crimson missile." In the future, you are always able to 
  copy the original spell into your spellbook as that Blood 
  spen even if your spell book must be replaced Each time 
  you gain a wizard leveL you can do this to another spell 
  in your spellbook. 
  Finally, the gold and time you must spend to copy a 
  Blood spell into your spellbook is halved This doesn't 
  affect any spell that you've made into a Blood spell by 
  using this feature. 
  BLOOD RECOVERY 
  Beginning at 2nd leveL when a Blood spell you cast deals 
  damage to a creature that has blood, you gain temporary 
  hit points equal to 1 + your wizard level / 3 which last for 
  1 minute, and you can also choose to steal the blood's 
  magical energy for yourself. 
  If you do, you instantly regain spell slots by activating 
  your Arcane Recovery feature as if you had completed 
  a short rest, expending it as normal You can't do so if 
  you've already used that feature since finishing your last 
  long rest. 
  HEMATURGY 
  Starting at 6th leveL you gain the ability to cast beyond 
  your limits by sacrificing the vital life force inside your 
  own blood As a bonus action, you can spill your own 
  blood and spend up to 5 of your remaining hit dice, but 
  instead of healing you take ld8 necrotic damage per hit 
  dice expended that ignores resistance and immunity. 
  ART CREDIT: "Master of Magk" by SBraithwaite 
  BY BENEVOLENT EVII- (@Evi'Benevolent) 
  The next wizard spell you cast on this tum is also a 
  Blood spell in addition to its other schools and does not 
  require a spell slot if it would normally expend a spell 
  slot of a spell level equal to or less than the number of 
  hit dice you expended on this feature. 
  You can't use this feature to cast a spell at a level 
  higher than you have spell slots for, and you can't 
  expend more hit dice using this feature than your 
  wizard level divided by 3 before finishing a long rest. 
  SPELL CLOT 
  At 10th leveL you learn how to weave the blood of your 
  foes into spells from within their very veins. When you 
  deal damage to a creature that has blood using a Blood 
  spelL you can cast another Blood spell that normally 
  requires an action as a bonus action on that tum. If the 
  spell targets creatures, it must target the creature you 
  damaged, and if it targets a location, it must target the 
  damaged creature's location. 
  Once you have used this feature, you can't do so again 
  until you finish a long rest. 
  RED HARVEST 
  Starting at 14th leveL you master the art of blood magic. 
  When a Blood spell you cast reduces a creature that 
  has blood to O hit points, you can steal energy from its 
  blood and gain a charge for this feature. You can store a 
  maximum of three charges at once. You can expend up 
  to three charges on your tum to cast a wizard spell of a 
  spell slot level equal to the number of charges expended 
  without expending a spell slot. 
  When you finish a short or long rest, you lose all your 
  charges for this feature. Once you've gained a number of 
  charges equal to your wizard level divided by 3, you can't 
  gain any more charges until you finish a long rest. 
  ( vl.0) FROM THE IMPERMISSICON 
  D&D UNLEASHED 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/Previews from The Impermissicon/D&D Unleashed - The Hemomancy Wizard (1p0).pdf