Hemomancer (5e Class)

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A sturdy dwarf woman charges through battle, crimson axes in each hand. She cuts through the enemy like butter, blood everywhere. They thirst for it. With every swing the dwarf appears stronger, unbridled by her weapons. As the battle comes to a close, her axes fall to the floor, splatters of blood. She kneels by a fallen enemy, and the blood drains from it's body. The dwarf walks away, unscathed beyond two scabbed palms.

A hemomancer has mastered the art of blood. Using the natural energy of life to control blood, she sculpts the world to her liking. They concentrate on either self-preservation via the stealing of others' blood or manipulation via control of the enemy's blood. They damage themselves in order to maximize damage on the enemy. The original hemomancers studied vampires and monks in order to develop their techniques. Since then, small groups have taught one another and the field of pseudo magic exists in small doses.

Creating a Hemomancer

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: 1d12 per Hemomancer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Hemomancer level after 1st


Armor: Light armor
Weapons: Simple Weapons, Blood Weapons
Tools: Medicine Kit
Saving Throws: Constitution, Dexterity
Skills: Choose two from: Arcana, Intimidation, Medicine, Nature, Perception, Religion; you also gain proficiency in persuasion against Vampires


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
1st +2 Unarmored Defense, Hemomancy
2nd +2 Blood Pact
3rd +2 Hemo-Concentration, Blood Curse
4th +2 Ability Score Improvement
5th +3 Extra Attack, Iron Blood
6th +3 Hemo-Concentration Feature
7th +3 Magically Infused Blood
8th +3 Ability Score Improvement
9th +4 Blood Pact Improvement
10th +4 Blood Control, Extra Attack
11th +4 Hemo-Concentration Feature
12th +4 Ability Score Improvement
13th +5 Sanguine Imitation
14th +5 Hemo-Concentration Feature
15th +5 Blood Pact Improvement
16th +5 Ability Score Improvement
17th +6 Hemo-Concentration, Blood Pact Improvement
18th +6 Strong Blooded
19th +6 Ability Score Improvement
20th +6 Extended Blood Pool

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier. At level 6 you add your proficiency Modifier.


Beginning at 1st level, your practice of hemomancy allows you a mastery of a unique combat style utilizing blades forged of your own blood. You gain proficiency in blood weapons. You gain the following benefits while you are unarmed or wielding only blood weapons and you aren't wearing medium or heavier armor:

  • You can sense blood from up to 60 feet away
  • You can use Constitution for any weapon instead of Strength or Dexterity for the attack and damage rolls of your blood weapons.
  • You can use Constitution or Dexterity for any Strenght-Related Check or Saving Throws.
  • Blood Armor: By controlling your own blood you form a suit of armor made entirely of blood. This suit of armor is considered light and adds +2 to your current AC. The caster must take 1d8 damage to form the armor. The armor class can be increased by 2 once by taking an additional 1d8 damage. This armor dissipates after ten hours. you can activate a number of times equal to your constitutuion modifier.
  • Hemokinetic Combat: You are able to use your own blood in combat, enhancing your abilities and creating weapons only you can use. The weapons you make can take the form and statistics of any weapon. The caster must take 1d8 damage to form the weapon or use 1 unit of blood. Manifesting a blood weapon is considered a bonus action the same way you unsheath a weapon. The weapon maintains its long as you remain conscious. When using this to form a ranged weapon that uses projectiles, every projectile cost 1 hp to fire.
  • Blood Regeneration: As a result of tampering with your own life force, you cannot be healed by normal means. Instead, you must imbibe blood taken from a living creature, including blood previously drawn from yourself. One unit of blood, stored in a glass bottle, can heal you for 2d8 plus Constitution modifier. Blood has no healing effects for non-Hemomancers. You add an extra d8 in levels 4th, 6th, 10th, 12th, 14th, 16th, 18th, 20th.

There are a few reasons you may need to have your blood present in various other creatures. You may drain a number of glasses of blood per day equal to your constitution modifier, taking one minute per unit of blood and you must have a medicine kit. Donating one unit of blood to a willing creature will take 1 minute and will maintain the effect for 24 hours. One unit of blood will coat one ammunition and if ammunition coated in your blood is successful in hitting a creature, your blood remains in them for 24 hours. Any blood may also be stored in glass vials for 14 days after being drained. Each bottle contains 5 units of blood. If you donate blood to a creature every day for a month, they are always considered to have your blood present.

Some of your hemomancy techniques 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 + your Constitution modifier + Dexterity modifier

Blood Pact

Starting at 2nd level your understanding of Hemomancy allows you to consume a Hemomancer hit die as a bonus action to gain 1d12 temporary hit points. After 6th level, add your Constitution modifier to this value. At 10th, add your proficiency bonus and your Constitution modifier to this value. At level 14th it increases to two Hemomancer hit die with Constitution modifier and proficiency bonus.


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.

Blood Curse

At 3rd level your are able to stab yourself as a bonus action for 1d8 damage, in doing so the weapon is coated in a blood curse. Upon dealing piercing or slashing damage someone for the weapons normal damage and add 1d10+10 necrotic damage, and the target is now cursed. The targets blood is thinned to the point where all slashing and piercing damage is doubled. The curse last for the rest of the combat. The cursed weapon is cursed until 8 hours have passed or it is expended, this feature can be used a number of times equal to your constitution modifier. Recover the uses every Long Rest.

Ability Score Increase

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

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. You Gain an Additional attack at 10th level.

Iron Blood

At 5th level your blood begins to bend to your will, protecting you from some damage. You gain resistance to non-magical bludgeoning, piercing, and slashing damage. You have Advantage when rolling for any disease, for you detect impurities in your blood. You no longer take damage form Blood ammunition.

Magically Infused Blood

Starting at 7th level, your blood weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attack and damage. You also gain +3 to hit and damage with blood weapons. Ammunition coated in your blood counts as magical.

Blood Control

At 10th level, you can lower your heart rate drastically once per short rest. By sacrificing two Hemomancer hit dice, it becomes nearly impossible for anything to detect you. You are able to add your proficiency bonus and your Constitution Modifier to your Stealth checks (if you are already proficient in Stealth, you act as if your double proficient ). You can maintain this for a number of minutes equal to your Dexterity score. You also regain all spent Hemomancer hit dice once you've completed a long rest. You Have Advatage against any saving throw involving your Constitution and Dexterity. You may spent a month training to learn Vigor Vampirism or Hemo-Kinesis and have access the other branch of Hemomancy.

Sanguine Imitation

Beginning at your 13th level, You can use the innate abilities of anyone's blood that you have taken for yourself, such as a Barbarian's "rage". However, you cannot use things that would be classed as a gift from a god. Can be used a number of times equal to your Constitution modifier every long rest.

Strong Blooded

At your 18th level, you have gained extreme control over your own blood. As a reaction before being hit take a 1d12 damage in order to add +4 to AC. This effect lasts until the start of your turn and does not stack. If the enemy still hits, you can activate your blood and deal damage equal to 5d10+10 necrotic damage, if the target has your blood. can only be used a number of times equal to your Constitution Modifier.

Extended Blood Pool

At 20th level, you have trained your body to consistently produce more blood and have more to pull from. Increase your Constitution score by 4 and your Dexterity score by 4. The score maximum is also increased by 4. Damage done to yourself by yourself is reduced equal to your Dexterity modifier . You gain immunity to slashing, bludgeoning and piercing damage from non magical weapons.



You have had a revelation that you are able to control the blood and life essence of others. You Can Attempt to take control of Smaller creatures or limbs of creatures of your size, they must succeed a constitution saving throw or be totally controlled by you.

Impure Blade

Starting at 3rd level when you take this Hemo-Concentration, when you succeed in getting your blood inside a creature with an attack with a piercing or slashing weapon either coated in or made out of your blood, you may deal 1d10 damage to yourself as a bonus action. If you choose to do this, the creature pierced with your blood takes 3d10 necrotic damage, damage increases by 1d10 at level 6th, 8th, 10th, 12th, 14th, 16th and 18th.

Blood Bending

Beginning at 6th level you learn how to control the blood of others with some level of finesse. As an action, you can attempt to gain control of another being with blood (As ruled by the DM). They must succeed a constitution saving throw or be controlled until released. Beings containing your blood will roll with disadvantage. You can attempt control beings more size classes higher than yourself but they roll with Advantage depending on their size (1 size larger rolls with advantage, 2 sizes with double advantage and so). While the creature is under your control, you may use your bonus action to command the creature. Until you release it, the creature takes only the physical actions you choose (Does not affect mental actions) and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. You lose control if the creature goes beyond 60 feet away from you. You can control up to 3 creatures smaller than you or 1 of your size.


After 11th level, you are able to control the blood of willing creatures in order to assist them in a physical task. When helping allies on a Strength, Dexterity, or Constitution roll, they roll with advantage and your Proficiency modifier + Constitution Modifier is added to the roll. This can vary from helping an ally clear a jump to making them swing an axe harder, but cannot be used for non-physical tasks, such as those that require an Intelligence, Wisdom, or Charisma roll. This can be done from a distance up to 60 ft.

Boiling Blood

At 14th level, you gain the ability to cause irregularities in enemies' blood from a distance. You may use this feature as an action. A creature with blood, (as ruled by the DM) within 60ft of you must make a Constitution saving throw. The target takes 20d10 necrotic damage on a failed save or half as much on a successful one. You may do this a number of times a day equal to your constitution modifier, minimum 1.


After 17th level, you have nigh on mastered the art of controlling others. It is especially effective when merged with your blood. If your blood enters a another being with blood (As ruled by the DM) of one size class larger than you , they are considered to be under the effects of Blood Bending, until you release them .You may concentrate on up to three creatures containing your blood or one with your blood and one without, though in this case the one without your blood rolls based on your normal Hemomancy Save DC. If you terminate the control early, you may deal 30d10 necrotic damage to the target. You lose control of a creature if it goes beyond 60 feet away from you. You may only forcefully terminate this effect and cause the associated damage a number of times per day equal to your Constitution modifier. (minimum 1)

Vigor Vampirism

You have learned how to harness the life energy of blood in other organisms for your own benefit. All Blood Healing effects from your blood are doubled for you.

Siphoning Strike

Starting at 3rd level when you choose this concentration, whenever you strike a being with blood (as ruled by the DM) with your blood weapons, you regain 1/4 of the damage (rounded down) hp up to your maximum. This increases to half of the damage hp at level 6. If you score a critical hit against a living organism, you may regain double the damage dealt as health.

Blood Scavanger

Beginning at 6th level you gain the ability to drain energy from those recently deceased. If a being with blood (as ruled by the DM) has died within the last minute, you may spend 1 minute draining its life force. You gain Hit Points up to one-fourth (rounded up) the creature's maximum Hit Points.

Enhanced Blood Weapons

After 11th level, you have spent a long time honing your blood weapons and training to hit vital points of your enemies. Your blood weapon attacks score a critical hit on a roll of 18, 19, or 20. You deal Adicional 1d10+15 Necrotic Damage.


At 14th level, you gain the ability to drain from a short distance. You can rip blood from an enemy with blood (as ruled by the DM) and siphon it into your own pool. At a range of 20 or lower, make a ranged spell attack with constitution as the spell casting ability. On a successful hit, the enemy takes 6d10 necrotic damage. You gain 3/4 of the health lost this way. (rounded down)

Vampiric Heritage

After 17th level, you have truly remade yourself in the vampire's image. all of any necrotic damage you deal to others is added to your health (in addition to any it may add itself). You also regain 15 HP at the beginning of every turn as long as you have at least 1 Hit Point and are below your total hit points.


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, simple weapons

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