Hemomancer, Variant (5e Class)
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Hemomancer[edit]
As a Silent Girl walks into a horde of many creatures amidst the darkness of the night. She is unarmed, however she came prepared. She starts to stab herself with a piece of glass, and creates equipment out of her own blood. No, these aren't equipment. These are replicas of equipment from her own blood. She proceeds to slay every creature in her path with her newfound creations of her own blood.
Hemomancers specialize in using their blood to completely decimate all enemies in their path, or maybe support their allies.
(Please Note: This is a Revamped Variant of the Hemomancer Class.
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
Weapons: Simple, Martial, Blood 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
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Unarmored Defense, Hemomancy |
2nd | +2 | Taste for Blood |
3rd | +2 | Hemo-Concentration, Impure Blade |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Iron Blood |
6th | +3 | Hemo-Concentration Feature |
7th | +3 | Blood Magic |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | Limbo |
11th | +4 | Hemo-Concentration Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Blood Thrall |
14th | +5 | Hemo-Concentration Feature |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | Hemo-Concentration feature, Blood Magic Enhancement |
18th | +6 | — |
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: You may command any freestanding blood inside an area you choose that is in a radius of 60 feet as a bonus action; up to a quarter of your carry capacity. You gain the following abilities:
Blood Mist: As an action, use any available blood to attempt to blind an opponent. Target makes a dexterity save vs your Hemomancy DC. On success they're unaffected; on fail, the target gets blood in their eyes and they must spend their next turn wiping it away.
Coagulation: As an action, harden blood to keep a creature held in place. Target must make a dexterity save vs your Hemomancy DC in order to avoid this ability. On success they're unaffected; on fail, the target is restrained, either their hands or feet are bound to a solid surface and they must succeed on a strength check vs your Hemomancy DC to free themselves.
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 vs your hemomancy DC. On a success, the living creature takes no damage from this feature.
- You can also drink blood from 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.
Hemo kinetic Combat: As a Hemomancer, you are attuned to the ability to create your own Blood Replicas. You expend 1d8 health, use a vial(500mL) or draw from a pool of blood to create your own weapons as a bonus action. The weapon you create must be one you are proficient in, and uses the same base stats of the weapon type you created. Blood Replicas use the con. modifier in the stead of strength or Dexterity when rolling to hit or for damage; they also dispel and lose their form after leaving your grasp. In the case of ranged or throwable weapons the replica loses its form upon completion of the attempted attack.
Hemo kinetic ammunitions: Additionally you expend one of your hit points to create ammo for any ranged weapons. If you create ammunition for a blood replica weapon you may expend one 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 to know the blood of those you consume, you also 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 whose blood you ingest for hours equal to 1d4 plus your constitution modifier.
- At 6th level you can discern the direction of the creature/person and know their exact location once you're within a 60ft radius. This effect ends upon a short or long rest.
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 drawing on your own vitality. Expend any number of 1d8 (max 3d8 at 3rd level) of your hit points to amplify your next attack by the health drained plus your constitution modifier. Health drained increases to 1d10 at level 6 (max 5d10) and 1d12 at level 11 (max 7d12). This ability requires the use of a Blood Replica.
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 5th level your blood begins to bend to your will, you are now resistant to Poison Damage.
Your blood replicas that are created from your own blood are also now considered magical and deal an additional 1d8 necrotic damage.
Blood Magic[edit]
At 7th level, your control over your own blood is becoming more impressive, thus allowing your blood to improve your physical and mental limitations. You become proficient in 2 additional saving throws and gain the following abilities:
Blood Enchantment:
You may now enchant your blood to become resistant to certain damage types. To do so you must perform a ritual in which you drain one vial (500ml) of blood, then mix in the desired ingredient. This ritual takes 10 minutes and you may only have one enchantment active at a time. This buff ends upon a short or long rest.
Blood Spike:
(Costs health, deals decent damage, ranged)
Limbo[edit]
At 10th 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. On target's success, they are unaffected and you take the full amount. This can be used a number of times equal to your constitution modifier before needing a long rest.
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 nothing happens. If the target fails it falls prone in immense pain and takes 3d8 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, loses any class or legendary actions but retains any actions such as extra attacks. 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.
TBD[edit]
At 15th level
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.
TBD[edit]
At 18th level
TBD[edit]
20th level
Hemo-Concentrations[edit]
Hemo-Kinesis[edit]
TBD[edit]
3rd level
Hemo-Puppetry[edit]
6th level
Hemo-Enhancement[edit]
11th level
Blood master[edit]
14th level
Master Hemo-Puppetry[edit]
17th level
Vigor Vampirism[edit]
Vampiric Progression[edit]
Starting at 3rd level, you have decided to progress yourself into a Pseudo-Vampiric Being. You are vulnerable to Radiant Damage, but resistant to Necrotic and must consume blood in the stead of food or drink. When you heal yourself by using Blood Siphoning, the healing is always maximum damage, rather than the damage dealt before healing. Additionally, any successful attack dealt by a Blood Replica causes you to heal for 1d4 hitpoints. This damage increases to 2d4 at 8th level, 3d4 at 12th, and 4d4 at 16th.
Killer Instinct[edit]
Beginning at 6th level the knowledge you ascertain from tasting someone's blood gives you insight into their mind.
Enhanced Blood Replicas[edit]
11th level
Black Blood[edit]
14th level
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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