Hemomancer, Variant 2 (5e Class)
Hemomancer[edit]
An Elven Warrior stands unarmed before a few goblins, they feel lucky this stranger is unarmed. A quick flash later he wields a crimson sword and quickly drops all his enemies shortly their after.
A hemomancer has mastered the Control of there very life essence. Using it as the medium for wither spell craft or strengthening it to wield as powerful weapons. The most powerful hemomancers can even use there own blood to create clones of themselves.
I am working on this with my roommates and have just now started putting our thoughts down into a written form please be patient as it will be a work in progress for a little while.
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 Strength or Dexterity. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
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 Armor
Weapons: All Simple Weapons
Tools: Poisoners Kit
Saving Throws: Con & Cha
Skills: Acrobatics, Arcana, Athletics, Medicine, Perception, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Blood Weapon |
2nd | +2 | Hemoglobin Manipulation |
3rd | +2 | Blood Armor |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | Hemoglobin Manipulation |
7th | +3 | Plasma Charge |
8th | +3 | Ability Score Improvement |
9th | +4 | Blood Vengeance |
10th | +4 | Hemoglobin Manipulation |
11th | +4 | Advanced Plasma Charge |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | Hemoglobin Manipulation |
15th | +5 | Hemogolem |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | Essence Storm |
19th | +6 | Ability Score Improvement |
20th | +6 | Icor Mastery |
Hemoglobin Manipulation[edit]
At 2 level, you chose a Hemoglobin Manipulation. Choose between Blood Beserker, Blood Shade, Blood Mender, or Blood Channeler. All detailed at the end of the class description. Your choice grants you features at level 2 and again at 6,10,14
you regain all spent Hit dice on Long rest
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.
Blood Weapon[edit]
Level 1
Free Action - Create a weapon that you are proficient with. You take damage equal to the weapons hit die. This is considered a magical weapon. Use your Con modifier as the weapon modifier. When you dismiss the weapon you regain 1/2 the life lost to make it.
Blood Armor[edit]
Level 3
Reaction - Upon getting hit from an opponent you can call upon your blood to increase your AC by 5 till the end of your next turn. (Must be declared before damage is rolled) Can be used number of time equal to Con modifier. At level 9 you get addition charges equal to Proficiency modifier
Plasma Charge[edit]
Level 7
As a bonus action you can charge your Blood Weapon with elemental damage (Acid, Cold, Fire, Lightning, Poison, or Thunder) to add 1d6 of the chosen type to every attack. Ranged ammo costs hp per charged short
Blood Vengeance[edit]
Level 9
Upon getting hit from an opponent you can call upon your blood to reflect back half the damage received to the attaching creature. (Must be declared before damage is rolled) shares Charges with Blood armor.
Advanced Plasma Charge[edit]
Level 11
As a bonus action you can change your Blood Weapon to elemental damage (Acid, Cold, Fire, Lightning, Poison, or Thunder) and add 2d6 to every attack.
Hemogolem[edit]
Level 15
As a ritual taking 10 mins you create a copy of yourself; Expending any number of hit die during the cast of the ritual. You roll that number of hit die and lower your max HP by the rolled amount as you craft the copy out of your blood, giving it that amount of HP. You max HP is restored upon death or dismantling of the copy, you do not heal from this effect. Copies created this way last 24hrs before falling apart.
Essence Storm[edit]
Level 18
You channel your life essence into a stormed that explodes from your self up to a 10 radius sphere. For every point of HP you expend to cast this ability all creature in range take that much force damage up to your Max HP. Additionally all creature hit must make a Dex saving throw (DC 8+ Con mod + Proficiency Bonus). On Failed save Targets are knocked prone.
Icor Mastery[edit]
Level 20
You have reached a mastery over your own blood to such an extant as to revile the divine icor. Your Max Con Ability score can now be 26, You increase your Con score by 6 points.
Blood Berserker[edit]
You start by pulling the blood from you enemies making it your own. And before you know it your strengthening the blood with more iron and it even flows and follows your blade strikes.
- Advanced Blood Weapons
As you fine tune your fighting style and learn more control over your blood your weapons' become more efficient and deadly
At levels 5, 9, 13, and 17 you may roll an addition die when creating your weapon to enhance its damage by 1 die. (you can roll 2d6 damage for an stronger short sword to deal 2d6 with every attack)
- Martial Mastery
Level 2 Gain Proficiency with all Martial Weapons, Shields and Medium Armor
- Sanguine Syphon
Level 2 As an action you may draw the blood from your enemies dealing 1d8 piercing damage. You regain health equal to ½ the damage dealt this way.
Damage increases by 1d8 at levels 5, 11, and 17
- Iron Blood
Level 6 You are able to use the iron in your blood to strengthen your body. You gain Resistance to all non Magical Bludgeoning, Piercing, and Slashing Damage
- Weapon Creation Mastery
Level 10 You are able to fine toon the amount of blood used in creating your blood weapons. You can reroll weapon creation damage die up to 1/2 your Proficiency modifier rounded down per Long rest
- Blood Echo
Level 14 Blood trails your weapon everywhere it goes allowing you to manipulate it to create a secondary strike on an enemy. Upon hitting a target with an attack from your blood weapon you may roll a second set of damage. Target does a Str saving throw (dc= 8+Con mod+ Prof), On a failure they take full damage on a success they take 1/2 damage. You can do this a number of time equal to 1/2 your proficiency mod rounded down .
Blood Shade[edit]
The black icor that flows through your veins call to the dark, embracing it allows you to become one with it.
- Blood Mark
Level 2 Infect a target with your blood adding 2d6 poison damage once per turn Damage increases with Proficiency modifier
- Blood Weapon Proficiency
Level 2 You gain proficiency with all finesse, Light and Bow weapons
- Sanguine Shadow
Level 6 Coat your self in your black icor to travel betweeen pools of blood and shadows As a bonus action you may travel up to 60 feet through shadows or blood a number of times equal to your proficiency modifier. You also gain Advantage on stealth when hiding in Low lit spots.
- Necrotic Plasma
Level 10 Adds necrotic damage type to the plasma charge ability. Targets who are dealt necrotic damage this way can not regain health until after the end of there next turn.
- Sanguine Strike
Level 14 When a target is effected by the Blood Mark ability you may expend a charge to force a Con Saving through (dc 8+ con mod+ Prof). On a failed save Target takes 1d6 poison damage at the beginning of each of its turns. On a success the target is immune to the effect for 24hours. At the end of each of its turns the target may choose to reattempt the roll, Failure will cause the damage to increase by one die with success creating immunity for 24 hours. charges equal to con mod + Prof MOd.
Blood Mender[edit]
Unlike your fellow Hemomancers, you have learned to harness your life energies not only for your own use but to mend those you deem worthy of your attention
- Life Blood
Level 2
You may expend 1 Hit die to heal an ally at touch distance. the amount of hit day that may be spent this way increases by 1 at levels 5, 11, and 17
- Martial Mastery
Level 2
Gain Proficiency with all Martial Weapons, Shields
- Improved Blood Knowledge
Level 6
Your knowledge of your blood improves, you have become immune and have the knowledge to cure most poison's and diseases with your blood. With this knowledge you can also extract those same things and create vials of the Pathogen you can expend to enhance your blood constructs
Each day you may expend up to 1/2 your hit die to create stable blood vials that carry your healing properties. These vials Last for up to 1 week, but you can only have a maximum of 1/2 your it die made at any time.
- Bloody Mist
Level 10
At Level 10 you create a 15' cone of a Blood mist in front of you lasting 1 min. All Enemies caught inside must make a Con saving throw when starting or entering the first time each turn. On a fail save they take 2d8 poison damage and are blinded for the round. On Successful save take half damage only.
- Oroborous
Level 14
You make a melee attack against a being with in 10ft of you with an open wound with your blood. Your blood connects to theres and your start cycling the blood through both your bodies at an increased rate. At the beginning of each of your turns your target make make a con saving throw, on a failed save you can spend your bonus action to do one of the following
- you can inflect filter there blood for 1 round decreasing the oxygen in the blood, all attacks and saving throws will be at disadvantage while channeling this effect
- you can infect the target with a blood poison doing 1d12 damage while channeling this effect
- you can increase targets heart rate, this will cause the target to attack with advantage and make saving throws with advantage while this in channeled
Blood Channeler[edit]
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Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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