School of the Bloodletting

While it is common that wizards study specific schools of magic to enhance their arcane craft, there are those that seek a much closer expertise by simply mastering specific spells. Arcane specialists are wizards that have an incredible depth of knowledge in an incredibly few number of spells. Such knowledge provides them an innate ease in heightening these spells, as well as a grander connection to magic as a whole.

Adept in Health

When you take this school at 2nd level, you gain proficiency in Medicine, and gain a bonus to any checks made with it equal to your Intelligence modifier.

Additionally, you have advantage on saving throws against being poisoned and diseased.

Blood Magic

Also at 2nd level, you can salvage blood sample from creatures affected by your spells. Whenever you would deal damage to a creature through a spell, you can conjure up to 5 ounces of their blood into a blood vial, which then appears on your person. Additionally, you can spend an action to instead prick a willing creature within 5 feet of you, reducing their hit points and hit point maximum by 1 and creating a blood vial in your hands. This hit point maximum reduction lasts until they finish a long rest.

You can use any of these blood vials as a spellcasting focus for your spells. Additionally, you can expend these vials in one of the following manners towards the creature the vial is made of.

You can have a set of amount of these vials at any given time equal to your proficiency bonus, and can create a max amount per long rest equal to double your proficiency bonus. These vials become useless after a number of hours equal to your proficiency bonus.

Bloodletting

At 6th level, you can cure diseases by draining through spilled blood or through a magical transfusion. As an action, you can touch a creature and cure them of one disease or poison affecting it. Doing so reduces their hit points and hit point maximum by 5, unless you choose to reduce yours instead. You can cure multiple diseases and neutralizes multiple poisons within a creature through one touch, reducing hit points and hit point maximums by 5 for each cure or neutralization.

Additionally, you can end one condition afflicting a creature by reducing their (or your) hit points and hit point maximum by 10. The condition can be blinded, deafened, or paralyzed.

This hit point reduction is restored after finishing a long rest. If such a reduction would kill a creature, you fail to perform this feature on the target.

Blood Sacrifice

At 10th level, you can use your blood to its fully potential. You gain additional ways to expend your hit die.

Additionally, you regain an additional amount of expended hit die equal to your proficiency bonus when you finish a long rest.

Bloody Transformation

At 14th level, you can adopt a creature's form by consuming its blood. Whenever you create a blood vial from a creature, you can use it to transform into that creature for the next 10 minutes, destroying the vial in the process. You can only transform into this creature if its Challenge Rating (or its level, if the target doesn't have a Challenge Rating) is equal to or less than your wizard level.

While transformed in this manner, your game statistics, including mental Ability Scores, are replaced by the Statistics of that creature, but you retain your alignment and personality. You assume the hit points of this creature, and when you reverts to your normal form, you return to the number of hit points you had before you transformed. If you reverts as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

While transformed, you are limited in the actions you can perform by the nature of what your target can do, and you can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.

If you transform into a non-humanoid creature, your gear melds into the new form and you can't activate, use, wield, or otherwise benefit from any of your equipment.

Once you have used a blood vial in such a manner, you can't do so again until 7 days have passed.