CONCEPT: HEMOMANCER
Falling under the patronage of Altyk (focusing on change and time aspects) and located in Limsa Lominsa, this job works by manipulating aether in the body to heal or harm targets. Operates by the principle that the body will naturally try to fix itself, and a hemomancer who heals is bolstering that tendency at an accelerated rate. When damage is dealt, the hemomancer can twist bones or organs in painful ways or inflict stacking status ailments. Weapon is an ornate scroll. Some healing spells release gradually over time and some are immediate, but hemomancers do not have access to shielding spells. Without shields, hemomancers can inflict some status afflictions that reduce damage output from enemies with effects like Lethargy (slow/fewer attacks) or Feeble (weaker attacks). Tone is dark, has a more severe visual direction compared to other healers.
DESIGN
I think goggles and masks, long gloves, high boots, slacks, and long coats could work as parts of this design. Plague doctor visual inspiration might work, but so could mad scientist or deranged surgeon. I think the overall look should involve a lot of coverage, keeping bodily fluids from splashing the character. Unlike the summoner or scholar tomes, scrolls will often feature anatomical diagrams. Overall style should have a sense of rigidity, very straight laced and polished.
MECHANICS
This was trickier for me (critique is absolutely welcome) but I think I might have a direction at least?
So the hemomancer acts to manipulate the aether within bodies. When they act to heal another person, that comes at a cost to their own HP. When they act to inflict status ailments on enemies, that comes at a cost to MP because it isn't replacing or fixing anything, just twisting what is already present within the body in harmful ways. But what about self-healing?
The hemomancer has a move called Siphon. This deals damage by stealing HP and using it to replenish the hemomancer. Siphon I is quick and does light damage to a single enemy. Siphon II does light damage to a group of enemies that stacks into more regeneration overall for the hemomancer. Siphon III drains a lot from a single enemy. Siphon IV drains a moderate amount of HP from every animate thing in the vicinity. This includes the party as well as enemies.
The hemomancer is of course able to Raise, but it comes at a greater cost than some healers. Raise costs 50% of the hemomancer's remaining HP as well as some MP. To be hemomancer well you better not get your party killed and you'll need to Siphon enough to stay alive yourself.