Hemomancer 1.0 (5e Class)
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Hemo-fighter[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, Blood Armor Replicas
Weapons: Simple, Martial, Blood Weapon 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 | Blood Pact |
3rd | +2 | Hemo-Concentration, Blood Curse |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Hemo-Concentration Feature |
7th | +3 | Iron Blood |
8th | +3 | Ability Score Improvement |
9th | +4 | Blood Pact Improvement |
10th | +4 | Extra Attack |
11th | +4 | Hemo-Concentration Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | Hemo-Concentration Feature |
15th | +5 | Extra Attack |
16th | +5 | Ability Score Improvement |
17th | +6 | Hemo-Concentration feature,Limbo |
18th | +6 | — |
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 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: As an action you can command any freestanding blood inside an area you choose that is in a radius of 60 feet, equal to a quarter of your carry capacity. Any attack actions using this feature is used in place of the standard attack action.
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. On a success, the living creature takes no damage from this feature. You can also drink blood form vials that contain 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 has no effect on you only the wish spell and divine intervention are the only spells that can make you recover hit points.
This damage increases to 2d6 at 6th Level, 3d6 at 11th Level, and 4d6 at 18th Level. The Amount of times per Short or Long Rest this feature per Long Rest is 1 at 1st Level, 2 at 6th Level, 3 at 11th Level, and 4 at 18th Level.
Hemo kinetic Combat: As a Hemomancer, you are attuned to the ability to create your own Blood Replicas. You expend health to create your own weapons as a free action, 1d6 for simple weapons, 1d8 for martial or two handed weapons.
Hemo kinetic ammunitions: Additionally you Expend 1 of your hit points to create ammo for any long range based weapons.
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 know the blood of those you consume, you 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.
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 expending 1d10 of your hit points to amplify your next attack by 3d10
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]
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Magical Blood[edit]
At 7th level your blood begins to bend to your will, you are immune to disease. You also have resistance to Poison Damage. Additionally your blood gains magical properties thus being able to surpass magical resistances
Blood Mage[edit]
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.
Siphoning[edit]
At 17th level, as a bonus action you can pull blood from an enemy up to 60ft away dealing 4d8 necrotic, and you can add the stolen blood to your health pool either as replishing it or temporary hit points.
Extended Blood Pool[edit]
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, you enter this blood lust state where your eyes veil in red and you gain the ability to hit your enemy's most vital points. you gain advantage on your attacks for the next 3 turns, you do an additional 1d8 necrotic damage while in this state and your enemies must make a DC save based off your hemomancy Dice save. on a fail your enemies become frightened and have disadvantage on attacks against you and your allies. Killer instinct has charges equal to your constitution modifier, once expended you must take a long rest to recharge.
Hemo-Armorment[edit]
Starting at level 5 your body becomes hardened and your blood like steel giving you resistances to non-magical bludgeoning, piercing, and slashing damage.
Hemo-Enhancement[edit]
After 11th level, As an action, you may touch a willing creature in order to either drain their vitality, or give them yours. You may take an amount of hit points of up to four times your level and either remove it from your target's pool and add it to your own, or vice versa. Hit points transferred this way can not cause either pools to go beyond their maximum amount of hit points.
Alternatively if you give your allies your blood, and it persists within their system. you can amplify their checks or attacks by adding your constitution modifier to their roll. whether it be a strength check, constitution, or a simple attack.
You can use this feature a number of times equal to your charisma modifier (minimum of one charge). When you finish a long rest, you regain all expended uses.
Blood master[edit]
At 14th level, your power over blood is enhanced to a near mastery of it. The Control Feature of your Hemomancy can now affect an even larger radius, enhancing the radius to 100 feet. Your sense of blood is also enhanced to 100 feet. You can lift freestanding blood up in the Radius of Control equal to your carry capacity.
Blood Arts[edit]
After 17th level, you gain special blood techniques to help aid yourself in battle. Each technique can be used up to the equivalent of your constitution modifier before needing a long rest to recharge. each require an action to use and a constitution save to resist.
Hemo-Puppetry:
your mastery over manipulating blood has grown so high that you learned the forbidden art of controlling bodies like a puppet. Upon failing they take 4d10 necrotic and immediately lose control of their body. every turn they must make the constitution save or remain under your control.
Crimson Prison:
Upon failing everyone within a 30ft radius gets impaled with bloody spikes taking 5d8 necrotic damage. Upon taking the damage, you receive health equivalent to the damage taken.
Boiling Blood:
You gain the ability to control the temperature of other individuals. Upon failing they take 5d10 necrotic and are stunned for their next turn.
Vigor Vampirism[edit]
Vampiric Progression[edit]
Starting at 3rd level, you have decided to progress yourself 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 maximum damage, rather than the damage dealt before healing.
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 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 reroll damage for a physical attack. You can use this feature a number of times equal to your constitution modifier.
Black Blood[edit]
At 14th level, your Blood Weapon Replicas 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. 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.
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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