Hemomancer, 2nd Variant (5e Class)

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Hemomancer, Mage Variant[edit]

You have found your focus in blood magics, you find that magic is best channeled through the life of oneself. Using yourself as a conduit you can channel magic through use of yours or others blood, and engage in ritual sacrifice.

Creating a Hemomancer[edit]


Quick Build

You can make a Hemomancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Intelligence. Second, choose the Sage background. Third, choose The Short Sword, Explorers Pack, 3x Vials of Blood.

Class Features

As a Hemomancer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Hemomancer level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Hemomancer level after 1st

Proficiencies

Armor: Light, and Medium
Weapons: Sacrificial Dagger
Tools: None
Saving Throws: Constitution
Skills: Arcana, Religion

Equipment

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

  • (a) Silver Dagger or (b) Short Sword
  • (a) 3x Blood Vials or (b) Waterskin
  • (a) Explorers Pack or (b) Poisoners Kit
  • Sacrificial Dagger

Table: The Hemomancer

Level Proficiency
Bonus
Features Cantrips Known
1st +2 Blood Casting, Arcane Resistance 3
2nd +2 Patron Feature 3
3rd +2 Blood Avatar 3
4th +2 Ability Score Improvement, Blood Channeling Improvement 3
5th +3 3
6th +3 Patron Feature, Blood Channeling Improvement 3
7th +3 4
8th +3 Ability Score Improvement, Blood Channeling Improvement 4
9th +4 4
10th +4 Patron Feature 4
11th +4 Blood Channeling Improvement 4
12th +4 Ability Score Improvement 4
13th +5 Blood Channeling Improvement 4
14th +5 Patron Feature 4
15th +5 7th Level Spells 5
16th +5 Ability Score Improvement 5
17th +6 5
18th +6 Blood Channeling Improvement, Bond of Blood 5
19th +6 Ability Score Improvement 5
20th +6 Blood Mastery 5

Blood Channeling[edit]

Your patron demands blood to grant you magical abilities. To cast spells you must spells through the power of your own blood sacrifice. Casting spells causes a you to lose (spell level*spell level) HP. You fail to cast a spell if it would require more HP then you have, you still lose the HP. Your spell casting modifier is constitution. At 1st level, you can cast 1st level spells. You gain access to spells: Chaos Blot, Burning Hands, Arms of Hadar, Absorb Elements, and Armor of Agathys.

4th Level Improvement[edit]

At 4th level, you can cast 2nd level spells. You gain access to spells: Blindness/Deafness, Blur, Crown of Madness, Darkness, Cloud of Daggers, and Acid Arrow.

6th Level Improvement[edit]

At 6th level, you can cast 3rd level spells. You gain access to spells: Animate Dead, Bestow Curse, Fireball, Pulse Wave, Vampiric Touch, Water Breathing, Lightning Blot, Spirit Shroud, and Erupting Earth.

4th Level Improvement[edit]

At 8th level, you can cast 4th level spells. You gain access to spells: Black Tentacles, Blight, Summon Aberration, Sickening Radiance, Wall of Fire, Faithful Hound and Polymorph,

11th Level Improvement[edit]

At 11th level, you can cast 5th level spells. You gain access to spells: Contagion, Destructive Wave, Animate Objects, Enervation, Negative Energy Flood, and Wall of Force.

13th Level Improvement[edit]

At 13th level, you can cast 6th level spells. You gain access to spells: Circle of Death, Harm, Summon Fiend, Create Homunculus, and Disintegrate.

15th Level Improvement[edit]

At 15th level, you can cast 7th level spells. You gain access to spells: Finger of Death, Teleport, and Crown of Stars.

18th Level Improvement[edit]

At 18th level, you can cast 8th level spells. You gain access to spells: Abi-Dalzim's Horrid Wilting, Maddening Darkness, Reality Break, Power Word Stun.

Arcane Resistance[edit]

Your patron will protect you from magics of the outside. At 1st level you have resistance to all magical slashing, and piercing damage. You can not be healed by any magical means.

Blood Avatar[edit]

Channeling with your own blood is often draining, and often results in death. In your dying breaths you commune with you patron to give you a second chance. At 3rd level you gain the ability "Blood Avatar". When your hit points reach 0, you may choose to fail all three death saves. If you do the blood drains from your corpse and forms an avatar of blood with 3*level HP. This avatar has the same abilities as your character, but loses all equipment. You control the blood avatar. Within 2d12 hours you are able to reform your corporeal body and replace the avatar. If the blood Avatar dies within this time, your body disappears and your soul is destroyed.

Bond of Blood[edit]

At 18th level, you can attune to one willing target. If you would take any non-magical damage instead you take none, and the attuned target takes half the amount you would.

Blood Mastery[edit]

At level 20 you have mastered using blood for magic. When casting spells of 3rd level and below you are able to use the blood of others to cast the spells. Casting a spell this way causes the target to take (Spell Level*Spell Level) necrotic damage. You do not lose life from "Blood Channeling" ability this way.

Patron[edit]

At 2nd level, your devotion to blood and scarifies attracts the attention of a patron. You may choose a patron and the patron will pay you with power in return for sacrifice.

Demanding Patron[edit]

Focused Spells

Your patron enables you to cast more powerful spells. At 2nd level whenever you cast a spell of first level or higher, you must cast a second spell of the same level or lower; cantrips cannot be cast this way. Whenever you cast a spell, you lose twice as much HP from "Blood Channeling".

Scabbed Avatar

Starting at 6th level your patron is not satisfied with your form after death. When controlling a blood avatar spells of third level and below do not cause you to lose HP. Your speed is reduced be 20 feet. You gain resistance to all damage types.

Blood Clotting

Your patron is no longer satisfied with your blood alone. Starting at 10th level once per day you may use "Blood Clotting" on any one target you can see within 60 feet. Each target must make a constitution saving throw equal to your spell save DC on a failed save the targets take 6d6 necrotic damage, or half as much on a successful one. You then lose 10 HP.

Ichor Outburst

Your patron becomes unsatisfied with the lack of devotion of others. Once every seven days you may use "Ichor Outburst". Your body becomes the epicenter for a eruption of gore. All creatures within 30 feet must make a constitution saving throw equal to your spell save DC. On a failed save targets within 30 feet take 5d10 necrotic damage, targets within 15 feet with max HP under 50 die and can not be resurrected, if the target has more then 50 max HP it instead takes an additional 5d10 necrotic damage. On a successful saving throw, the target is unaffected. This comes with a cost, using "Ichor Outburst" drains you completely, stripping you of all but the bare minimum, you become a blood avatar at 1 HP, your former body and all of its possessions are destroyed.

Sleeping Patron[edit]

Sustained Life

Your patron cares not for plentiful sacrifices. Starting at 2nd level your spells do not drain as much life. When casting spells with "Blood Channeling" you lose half the life rounded down.

Small Spell Mastery

At 6th level you lose the ability to cast spells higher then level 3. One per long rest when you cast a spell you may cast a spell from each spell level lower than it. You still will lose HP from casting the spells.

Blood Blade

Your patron becomes bored with spell casting for sacrifice and demands more blood shed. Starting at 10th level your patron grants you the ability to summon a blade made of your own blood. By using your action you may summon this blade. This weapon deals 1d6 slashing and 2d6 necrotic damage. Each turn in the turn order if this weapon is summoned you lose 2 HP

Blood Rush

When in combat you feel enraged. Starting at level 14 once per combat you may take an additional two actions.

Patron of the Creed[edit]

When you chose patron of the creed as your patron, chose a race. That race is your "hunt", you have a burning rage and passion that empowers you when in combat with them.

Blood Line Hunter

At 2nd level your patron tasks you with the removal of all members of a given race. You have an innate tracking ability when hunting your hunt. If the target is within 10 miles of you, you can spend one minute focusing to detect the direction of your target. When within 120 feet you are able to detect the exact location of your target.

Chain Hunt

When fighting your hunt you are feel as though you need to sacrifice them all. At 6th level you know the exact location of all targets in combat. You get advantage on all attacks that target your hunt. When a hunt target is reduced to 0 HP, all other targets of hunt within 60 feet take 3d8 necrotic damage. If the target of the hunt starts its turn it takes 1d4 necrotic damage.

Blood Hound

You are hell bent on killing your hunt, even from the grave. Starting at 10th level, if you would become a Blood Avatar, instead of taking the a usual humanoid form, you take the shape of a wolf. When in this form you movement speed is 45 feet. You gain the bite ability, which deals 1d6 piercing damage. If the bite attacks successfully hits a target of your hunt it deals an additional 8d6 necrotic damage.

Blood Steal

You are well known among your hunt for your efficiency in murder. When you deal damage to your hunt you gain life equal to half the damage dealt. If necrotic type damage is dealt to your hunt you gain the full amount of life instead.

Ability Score Improvement[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.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Hemomancer class, you must meet these prerequisites: Constitution of 18, No Learned Spells, and No Religous Afflilation.

Proficiencies. When you multiclass into the Hemomancer class, you gain the following proficiencies: Arcana

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