Hemomancer, Variant 2 (5e Class)

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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: 1d8 per Hemomancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + 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:

Table: The Hemomancer

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 Alchemist, 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

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]

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.

Blood Armor[edit]

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]

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.

Blood Vengeance[edit]

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]

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]

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]

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]

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]

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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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