Hemomancer (5e Class)
Hemomancer[edit]
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[edit]
Hemomancy is a natural evil magic so its weird for good aligned creatures to use it. While not everybody uses it for pure evil,those who take on an evil alignment normally end up being 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 armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: Medicine Kit
Saving Throws: Constitution, Charisma
Skills: Choose three from: Arcana, Intimidation, Medicine, Acrobatics, 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, Blood Curse |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Hemo-Concentration |
7th | +3 | Iron Blood |
8th | +3 | Ability Score Improvement |
9th | +4 | Endorphins |
10th | +4 | Blood mage |
11th | +4 | Hemo-Concentration |
12th | +4 | Ability Score Improvement |
13th | +5 | Black Blood |
14th | +5 | Hemo-Concentration |
15th | +5 | Blood scent |
16th | +5 | Ability Score Improvement |
17th | +6 | Hemo-Concentration |
18th | +6 | Magical blood |
19th | +6 | Ability Score Improvement |
20th | +6 | Extended 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 grants you a unique combat style utilizing your own blood. You gain the following features:
Control: As an action, you can command any freestanding blood within a 60-foot radius. The amount you can control is equal to a quarter of your carrying capacity.
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 absorb blood from a dead creature to regain hit points. The amount of hit points restored depends on the creature's size:
Small or Tiny: 1d4 Medium: 1d6 Large: 1d8 Huge: 1d10 Gargantuan: 1d12
Additionally, you add your Constitution modifier to the number of hit points healed. You can use this feature a number of times equal to your Constitution modifier before needing to finish a short or long rest.
This healing increases to 2 dice at 6th level, 3 dice at 11th level, and at 18th level, the number of dice you heal equals your Constitution modifier (with a minimum of 1).
Blood-Infused Attacks: By controlling your own blood, you can tap into the rush of spilling blood during combat. You can use your Constitution modifier instead of Strength or Dexterity for attack and damage rolls.
Some of your hemomancy abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Hemomancy save DC = 8 + your proficiency bonus + your Charisma modifier.
Taste for blood[edit]
Starting at 2nd level your understanding of Hemotology allows you know the blood of those you consume. You gain proficiency in medicine if you already got proficiency in medicine you gain expertise, you gain advantage on medicine checks that involve Blood. Additionally consuming at least 100 mililiters of blood can tell you the age, sex and type of creature it came from.
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.
Blood lust[edit]
Starting at 3rd level, as a bonus action, you can activate your Blood Lust. When you activate Blood Lust, you take necrotic damage equal to a roll of your damage dice. This damage cannot be reduced in any way. For a number of rounds equal to half your Charisma modifier (rounded down), your weapon deals an additional 1d8 damage die and counts as magical for the purpose of overcoming damage resistance.
The damage you deal by 1d8 at 7th, 12th and 17 levels.
You can use this ability a number of times equal to your Constitution modifier (minimum of 1), regaining all uses upon completing a short or long rest.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th,10th, 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]
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Iron Blood[edit]
Starting at 7th level your blood begins to bend to your will, you are immune to disease and poison.
Endorphins[edit]
Starting at 9th level, your blood is full of endorphins you are immune to the fear condition.
Blood Mage[edit]
Starting at 10th level, your control over your own blood is becoming more impressive, allowing your blood to improve your physical and mental limitations. You can add your constitution modifier to your saving throws.
Black blood[edit]
Starting at the 13th level, your blood have turned black from the amount of chemicals your body produces you are always under the effect of the freedom of movement spell.
Blood scent[edit]
Starting at 15th level, you can detect the vitality in others. You can sense the blood in others, granting you blind-sight in a 30ft radius
Limbo[edit]
Starting at 17th level, when you are successfully attacked you may use your reaction to force your attacker to make a constitution saving throw. Upon failure the damage is divided by 2 and both of you take half of the damage. You can do this once, regaining use upon completing a long rest.
Magical blood[edit]
Starting at 18th level, the magic in your blood has given you new defenses against spells, granting you advantage on saving throws against spells.
Extended Blood Pool[edit]
Starting 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.
Hemo-Concentrations[edit]
Hemo-Kinesis[edit]
Killer instinct[edit]
Starting at 3rd level, when a creature has less than a third of its original hit points. You can give in to your instincts and your eyes become red with lust for blood. You can project a creature's biggest fear the creature must succeed on a Wisdom saving throw or become frightened . While you fight this creature you also add half your level as damage. At the end of the creature's turn, it can repeat its save ending the effect on a success. You lose these benefits if you stop attacking this creature. You regain all uses upon completing a long/short rest. You can do this once at the 3rd level, and gain an additional use at 7th, 12th, and 16th levels.
Battle of wills[edit]
Beginning at 6th level, you can choose a creature up to large and force it to make a Charisma saving throw if it loses the creature has to attack one creature in a 5ft radius including themselves. You cant make them cast a spell. You can only make this against creatures who are large or smaller. At 16th level, you can make this against a creature of any size. You can make this a number of times equal to your charisma modifier
Darwinism[edit]
After 11th level, your mastery over manipulating blood has grown so high that you can change your own genetic code. You ignore all class, race, alignment and level requirements on the use of magic items.
Blood Evolution[edit]
At 14th level, you can now manipulate the essence of creatures rather than its blood you can now use your hemomancer features against creatures that don't have blood.
Cursed and blessed blood[edit]
After 17th level, your blood is closed to gods than mortals you are always under the protection from evil and good spell
Vigor Vampirism[edit]
Vampiric Progression[edit]
Starting at 3rd level, you have decided to transform into a Vampiric Being. You are vulnerable to Radiant Damage, but resistant to Necrotic. When you are out in the sunlight, you take 1d6 Radiant Damage every turn (or every time you make a check, saving throw or action when you are out of combat) for as long as the sunlight shines upon you. When you heal yourself by using Blood Siphoning, the healing is always maximized.
Blood Scavenger[edit]
Beginning at 6th level you gain the ability to drain energy from those recently deceased. You can touch the body of a creature recently deceased and gain temporary hit points equal to half its CR. You can use this feature a number of times equal to your Constitution Modifier.
Enhanced Blood Replicas[edit]
After 11th level, you are able to control the blood of willing creatures in order to assist them in a physical task. You may choose an ally making an attack roll or a saving throw they gain advantage on the roll. Alternatively you can make them re-roll damage for a physical attack. You can use this feature once per long rest .
Sharpness[edit]
At 14th level, your Blood Weapon has become more powerful. Your attacks now score a critical hit on a roll of 19 or 20.
Vampiric Heritage[edit]
After 17th level, you have truly remade yourself in the vampire's image. You gain a flying speed of 30 ft and your type of creature is now undead
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, Simple Weapons, Martial Weapons
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