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Arcane Traditions
The study of wizardry is ancient, stretching back to the earliest Consume
mortal discoveries of magic. It is firmly established in the worlds Starting at 10th level, you can consume the soul within your Soul
of D&D, with various traditions dedicated to its complex study. Vial to restore hitpoints to yourself. As an action, you may drink
The most common arcane traditions in the multiverse revolve the contents of the vial, regaining 2d4 hit points for every point of
around the schools of magic. Wizards through the ages have that creature’s CR. This feature cannot restore hitpoints to a
cataloged thousands of spells, grouping them into eight categories creature other than yourself.
called schools. In some places, these traditions are literally Once you use this feature, you can’t use it again until you
schools; a wizard might study at the School of Illusion while complete a short or long rest.
another studies across town at the School of Enchantment. In Lasting Creation
other institutions, the schools are more like academic
departments, with rival faculties competing for students and Starting at 14th level, the creature created through your Soul
funding. Even wizards who train apprentices in the solitude of Reawaken feature lasts for up to 8 hours, and no longer requires
their own towers use the division of magic into schools as a concentration to maintain.
learning device, since the spells of each school require mastery of School of Hemomancy
different techniques.
School of Reawakening The School of Hemomancy studies the ancient arcane art of blood
magic. As you select this tradition, you learn to manipulate your
As a member of the school of reawakening, you combine the own life force so that you may manipulate the life force of others.
forces of necromancy with the power of conjuration. By As you progress through this school, you learn how to transform
transforming the necromantic energies of the creatures you kill that vital energy into a force of immeasurable power, capable of
into completely new conjurations, you bridge the gap between defeating even the greatest of foes.
these two school of magic, creating a hybrid school that combines Hemomancy Savant
elements of both Conjuration and Necromancy. As you progress, Beginning when you select this school at 2nd level, the gold and
you learn to shape together ever more powerful conjurations.
time you must spend to copy a spell with the hemomancy tag into
Conjuration/Necromancy Savant your spellbook is halved
Beginning when you select this school at 2nd level, the time you Arcane Endurance
must spend to copy a necromancy or conjuration spell into your Starting at 2nd level when you choose this school, you only need
spellbook is halved.
to sacrifice a fraction of your life force to cast Hemomancy spells.
Reawaken Soul When you spend hit points to cast a spell with the hemomancy
At 2nd level, you gain the ability to store the essence of a tag, you gain a number of temporary hit points equal to half the
creature’s soul for later use. You gain a Soul Vial, which can be amount spent on the spell. These temporary hit points last for 1
used to store the soul of a creature that has a CR less than or equal minute.
to 1/3rd your Wizard level. By using a 10 minute ritual on a Deepen Wound
creature that has died within the last hour, you can store that Starting at 6th level, whenever you hit a creature that is below
creature’s soul in the vial. If there is already a soul within the vial,
half their hit point maximum with a spell, that creature takes
then the new soul replaces it. additional necrotic damage equal to your intelligence modifier.
Once you have a soul contained within your Soul Vial, you can
release it to reform that creature. The creature has the same Improved Endurance
statistics as the creature you gathered the soul from, but it appears At 10th level, your ability to cast Hemomancy spells is greatly
slightly translucent and visibly magical. Once formed, the augmented. When you spend hitpoints to cast a spell with the
creature lasts for up to 1 hour, and requires your concentration to hemomancy tag, you now gain temporary hit points equal to the
maintain. The creature is friendly to you and your companions, total amount spent.
and obeys your spoken commands (no action required by you). If
you don’t issue any commands to them, they defend themselves Master of Blood
from hostile creatures, but otherwise take no actions. Once the Beginning at 14th level, you can choose to expend a number of
duration ends, the creature’s soul is freed and the vial is emptied. hit points equal to 6 times the spell’s level to cast a hemomancy
Once you form a creature, you can’t do so again until you spell without using a spell slot. You still need to provide more
finish a long rest. hitpoints in order to empower the spell; using this feature only
Volatile Soul removes the spell slot requirement.
Beginning at 6th level, the creatures you create through your
Reawaken Soul feature can be used as arcane explosives. When
one of the creatures is reduced to zero hit points, it explodes in a
burst of necrotic essence.
Each creature of your choice within a 10 ft radius of the
exploding creature must make a Dexterity saving throw against
your spell save DC. On a failed save, a creature takes 2d6
necrotic damage for every point of that creature’s CR.
Creatures below CR 1 deal 1d6 necrotic damage.
On a successful save, a creature takes half damage.
CHAPTER 2 | SUBCLASSES
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