Hemo-Mancer (5e Class)

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Hemomancer[edit]

A creature is summoned from the beyond, demonic and evil in nature.

It controls the blood that flows through the living!

Create a hemo-mancer and control and crush your enemies with the power of their own blood!

Creating a Hemomancer[edit]

Hemomancers are usually good. However, rogue hemomancers take on an evil alignment and will be hunted down by society. When creating a hemomancer, think about how your character developed their techniques. Did they study alongside a monastery of other hemomancers, or were they a vampire's plaything that escaped. Are they shunned from their society for practicing hemomancy? What drives you to the adventure? Are you wanting to spread the use of hemomancy? Were you driven from your home village for experimenting on animals? Were you drafted in the military for your deadly skill?

Quick Build

You can make a Hemomancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Hermit background.

Class Features

As a Hemomancer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Hemomancer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Hemomancer level after 1st

Proficiencies

Armor: Light, Medium, Shields, Blood Armor Replicas
Weapons: Simple, Martial, Blood Weapon Replicas
Tools: Medicine Kit
Saving Throws: Constitution, Charisma
Skills: Choose two from: Arcana, Intimidation, Medicine, Nature, Perception, Performance and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A dungeoneer's pack or (b) An explorer's pack or (c) A Scholar's pack
  • Dagger
  • (a) 3 Glass Vials or (b) Medicine Kit

Table: The Hemomancer

Level Proficiency
Bonus
Features
1st +2 Unarmored Defense, Hemomancy
2nd +2 Taste for Blood
3rd +2 Hemo-Concentration, Blood Curse
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Hemo-Concentration Feature
7th +3 Iron Blood
8th +3 Ability Score Improvement
9th +4 Blood Pact Improvement
10th +4 Blood mage
11th +4 Hemo-Concentration Feature
12th +4 Ability Score Improvement
13th +5 Blood Thrall
14th +5 Hemo-Concentration Feature
15th +5 Limbo
16th +5 Ability Score Improvement
17th +6 Hemo-Concentration feature, Blood Mage Enhancement
18th +6 Blood Spike
19th +6 Ability Score Improvement
20th +6 Greater Blood Pool

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Hemomancy[edit]

Beginning at 1st level, your practice of hemomancy allows you to access a unique combat style utilizing techniques using your own blood. You gain the following:

Blood Sense: You can sense blood from up to 60 feet away.

Control: As an action you can command any freestanding blood inside an area you choose that is in a radius of 60 feet, equal to a quarter of your carry capacity. Any attack actions using this feature is used in place of the standard attack action.


Blood Siphoning: As a result of tampering with your own life force, you can heal yourself by absorbing the blood of other creatures. As a Bonus Action, you can now absorb blood from a bloodied or dead creature. If a creature was hit by a slashing or piercing attack less than 1 minute before you use this ability, you can pull the blood out of them to deal 1d6 + your Constitution Modifier, and regain Hit Points equal to damage dealt. If the creature is living and bloodied, they must make a Constitution Saving Throw. On a success, the living creature takes no damage from this feature. You can also drink blood form vials that contain at least 500 ml of blood. When you consume a vial you can expend one hit dice and recover hit points equal to the hit dice number.

Healing spells that don't include resurrection spells only cause you to heal for half of the amount.

This damage increases to 2d6 at 6th Level, 3d6 at 11th Level, and 4d6 at 18th Level. The Amount of times per Short or Long Rest this feature per Long Rest is 1 at 1st Level, 2 at 6th Level, 3 at 11th Level, and 4 at 18th Level.


Hemo kinetic Combat: As a Hemomancer, you are attuned to the ability to create your own Blood Replicas. You expend health or use a vial or pool of blood to create your own weapons as a free action. The weapon you create must be one you are proficient in, and uses the same base stats of the weapon type you created.

Hemo kinetic ammunitions: Additionally you Expend 1 of your hit points to create ammo for any long range based weapons. If you create ammunition for a blood replica weapon you may expend 1 additional hit point to have the replica be automatically loaded again. Note: Blood replica ranged weapons cannot use non-magical standard ammunition.


Some of your hemomancy abilities require your target to make a saving throw to resist the techniques' effects. The saving throw's DC is calculated as follows:

Hemomancy save DC = 8 + your proficiency bonus + constitution modifier.

Taste for blood[edit]

Starting at 2nd level your understanding of Hemotology allows you know the blood of those you consume, you gain advantage on medicine checks that involve Blood. Additionally examination of blood can tell you the age, sex and type of creature it came from. It also allows you to know the languages the person knows whos blood you ingest for 24 hours, and at 9th level you can permanently learn one language you dont already know in this manner at random, but you must ingest at least a pint of their blood. Note: The blood ingested this way must be fresh.

Hemo-Concentration[edit]

When you reach 3rd level, you commit yourself to a Hemo-Concentration: Hemo-Kinesis or Vigor Vampirism. Your concentration grants you features at 3rd level and again at 6th, 11th, 14th and 17th level.

Impure Blade[edit]

At 3rd level as a bonus action you are able to empower your next attack by expending 1d10 of your hit points to amplify your next attack by 3d10

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

At 5th level you can now attack twice during your turn instead of once when you take the attack action.

Iron Blood[edit]

At 7th level your blood begins to bend to your will, you are immune to disease. You also have resistance to Poison Damage.

Your blood replicas that are created from your own blood are also now considered magical in order to overcome resistances.

Blood Mage[edit]

At 10th level, your control over your own blood is becoming more impressive, allowing your blood to improve your physical and mental limitations. You become proficient in all saving throws.

You may now also enchant your blood. To do so you must drain one vial, of at least 500ml, of blood, then mix in different ingredients. You can only have one enchantment active in your blood at a time.

Ashen Blooded: Mix in a handful of ash, any blood replicas or blood related abilities now have a chance to set the target on fire. The target rolls a dexterity save vs your hemomancer DC and upon failure is set on fire and takes 1d8 fire damage at the beginning of each of their turns unless they successfully make the save, at which point the status ends. You are now also immune to fire damage.

Decay Blood: Mix in either the blood of an undead, or something rotten and putrid, any blood replicas or blood related abilities that use your own blood now additionally afflict 1d8 necrotic damage. You are now also immune to necrotic damage.

Poison Blood: Mix in a bit of a strong poison, any blood replicas or blood related abilities that use your own blood now have a chance to poison the target on hit. The target rolls a constitution save vs your hemomancer DC and upon failure takes 1d8 poison damage at the beginning of each of their turns unless they successfully make the save, at which point the status ends. You are now immune to poison damage.

Blood Thrall[edit]

At 13th level, you can attempt to grapple a target in melee range, and if successful you force feed the target some of your blood, either through a vial or by cutting yourself. The force feeding requires the target to make a constitution save VS your hemomancer DC. If the target is successful or has an intelligence lower than 3 or higher than 18 then nothing happens. If the target fails it falls prone in immense pain and takes 2d8 necrotic damage. If the necrotic damage doesn't kill the target it gets up 1 hour later and becomes a blood thrall. It will follow any command it's master gives to the best of its ability, can use its basic attacks and carry things for its master, looses any class or legendary actions but retains any actions such as extra attacks, and can also have its blood enchanted just as the hemomancer can. The thrall can no longer eat, drink, or sleep, and requires that the hemomancer feed it a small ammount of his/her own blood every day to survive. If the thrall doesn't feed for 24 hours it collapses on the ground and dies.

Limbo[edit]

At 15th level, when you are successfully attacked you may use your reaction to force your attacker to make a constitution saving throw, upon failure divide the damage that would be dealt to you in half between yourself and your attacker.

Blood Mage Enhancement[edit]

At 17th level you gain mastery over your enchanted blood. Each blood enchantment now improves its damage by 2d8 to 3d8 damage. In addition you no longer need reagents to change the enchantments on your blood and can do so at will during a short or long rest.

Blood Spike[edit]

At 18th level, when you successfully hit a target with a blood replica that could cut or pierce you may use your bonus action to cause a reaction in your target. The target makes a constitution save vs your hemomancer DC. Upon failure the target takes 3d8 necrotic damage and red spikes begin to violently protrude from its skin where its blood is being turned into an internal weapon. If you hit the same target with this ability again the target takes 8d8 necrotic damage instead and can no longer move or take actions as all of their blood has solidified into a magical internal spiky webbing, but for some reason this does not kill the target unless they are reduced to 0 hit points. You may only make this action twice per day and must then take a long rest to replenish its uses.

Greater Blood Pool[edit]

At 20th level, you have trained your body to consistently produce more blood and have more to pull from. Increase your Constitution and Dexterity scores by 2. The score maximum is also increased by 2.

Hemo-Concentrations[edit]

Hemo-Kinesis[edit]

Killer instinct[edit]

Starting at 3rd level, you enter this blood lust state where your eyes veil in red and you gain the ability to hit your enemy's most vital points. you gain advantage on your attacks for the next 3 turns, you do an additional 1d8 necrotic damage while in this state and your enemies must make a DC save based off your hemomancy Dice save. on a fail your enemies become frightened and have disadvantage on attacks against you and your allies. Killer instinct has charges equal to your constitution modifier, once expended you must take a long rest to recharge.

Hemo-Puppetry[edit]

At 6th level creature you choose within 30 feet of you must make a constitution save based off of your hemomancy DC save. On fail they are under your control for as long as they continue the fail the DC save at the beginning of their turn. You can command their moves and actions for as long as they are under your control. You can only control a creature the size of yourself or smaller, at level 10 you can control medium sized creatures, at level 15 you can control large sized creatures.

While under your control, as long as the creature fails its check, you choose what it does for its turn. You can only use the creature's abilities youve seen have found out about. Otherwise you may cause it to use any equipment or items on its person you can see. Note: If you cause the creature to attempt to kill itself, or if you cause it to hurt itself, it immediately rolls a hemomancy DC save, and upon success is free of your control.

Hemo-Enhancement[edit]

After 11th level, As an action, you may touch a willing creature in order to either drain their vitality, or give them yours. You may take an amount of hit points of up to four times your level and either remove it from your target's pool and add it to your own, or vice versa. Hit points transferred this way can not cause either pools to go beyond their maximum amount of hit points.

You can use this feature a number of times equal to your charisma modifier (minimum of one charge). When you finish a long rest, you regain all expended uses.

Blood master[edit]

At 14th level, your power over blood is enhanced to a near mastery of it. The Control Feature of your Hemomancy can now affect an even larger radius, enhancing the radius to 100 feet. Your sense of blood is also enhanced to 100 feet. You can lift freestanding blood up in the Radius of Control equal to your carry capacity.

Master Hemo-Puppetry[edit]

After 17th level, your mastery over manipulating blood has grown so high that you learned the forbidden art of controlling bodies like a puppet. As an action, by taking 5d10 Necrotic Damage, you can force a living creature that is wounded within your Blood Sense Range to make a Constitution Saving Throw (DC is Hemomancy Save DC). On a failure, you bond yourself to the blood of the creature. A creature bonded this way will be under the effect of your Control Hemomancy Ability. The same limitations of the Control Ability are passed on to the body you are bonded with, with the exception of the weight limitation. This effect lasts for 1 minute, and if you take any damage, the bond will end. You must have at least 5 Hemomancer Hit Dice to use this feature, as this feature expends Hit Dice.

Once you have used this feature, you cannot use it again until you have finished a Long Rest.

Vigor Vampirism[edit]

Vampiric Progression[edit]

Starting at 3rd level, you have decided to progress yourself into a Vampiric Being. You are vulnerable to Radiant Damage, but resistant to Necrotic. When you are out in the sunlight, you take 1d6 Radiant Damage every turn (or every time you make a check, saving throw or action when you are out of combat) for as long as the sunlight shines upon you. When you heal yourself by using Blood Siphoning, the healing is always maximum damage, rather than the damage dealt before healing. You also now heal 1d4 hitpoints, 2d4 at 8th level and 3d4 at 13th level, every time you deal damage with a blood replica.

Blood Scavenger[edit]

Beginning at 6th level you gain the ability to drain energy from those recently deceased. You can touch the body of a creature recently deceased and gain temporary hit points equal to its cr. You can use this feature a number of times equal to your Constitution Modifier.

Enhanced Blood Replicas[edit]

After 11th level, you are able to control the blood of willing creatures in order to assist them in a physical task. You may choose an ally making an attack roll or a saving throw they gain advantage on the roll. Alternatively you can make them reroll damage for a physical attack. You can use this feature a number of times equal to your constitution modifier.

Black Blood[edit]

At 14th level, your Blood Weapon Replicas has become more powerful. Your attacks now score a critical hit on a roll of 19 or 20.

Also, ammunition you make for ranged blood replicas no longer takes an extra hit point to automatically be loaded.

Vampiric Heritage[edit]

After 17th level, you have truly remade yourself in the vampire's image. Your Blood Replicas can acquire the ability of Blood Siphoning. When your Blood Weapon Replicas deal damage to a creature, you heal yourself for that much damage. This healing is not enhanced by Vampiric Progression, and the healing from vampiric progression no longer applies.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the hemomancer class, you must meet these prerequisites: Constitution of 13 or higher.

Proficiencies. When you multiclass into the hemomancer class, you gain the following proficiencies: Light Armor, Medium Armor, Simple Weapons, Martial Weapons, Blood Replicas



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