Talk:Hemomancer (5e Class)

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New version[edit]

Hemokinetic CombatI have completely remade the class it was way too overpowered in early versions feel free to use it in your games 10/19/2022

old comment[edit]

Hi, I really like the flavor and the way the class is working. I was searching for something of this type for an NPC I'm creating in my campaign (inspired by the Legend of Korra bloodbenders).

But as a PC class, it's way too overpowered, because you have basically four dump stats to make a Damage Dealer class who can have a high AC with a lot of health due to high Constitution (even with d8) while being crazilly stealthy. To balance things, make the DC to control/invoke etc Intelligence based, which is not stupid because you need to be mentally in control of your blood. That leaves you with at least 1 less dump stat.

Thanks for the work and bye.

Why is this marked as Abandoned? The reasons stated (being vague, not having level progression, no saves, no bonus caps, etc.) aren't accurate. The descriptions of the class' attributes and abilities are thoroughly described and unambiguous, every level has some form of progression for the class (which is actually more than is normal), it has constitution and strength as saves, and the caps (which are perhaps higher than they should be) are there for almost all the abilities that could reasonably have them. Plus it's still being actively edited, so it's not really abandoned in that sense, either. The only valid complaint I could see about this class is that it's overpowered, at least as of recent edits, but that's a different tag entirely.

In combat, you can also drain a unit of blood from a grappled enemy or willing ally, dealing 1d10 necrotic damage to the target and healing you for half of the damage dealt, rounded down (Minimum of 1). Is this a bonus action? Is there no save? Just a free 1d10?

I'd be more willing to say an action accompanied by an attack roll unless it is a willing target. The page has a lot of these hiccups and if you want to help it that'd be great! ~ BigShotFancyMan (talk) 21:12, 1 November 2018 (MDT)

Hemokinetic Combat[edit]

@Leondude522, I don't think allowing other characters to use the weapons is flavorful. Did something in playtesting occur that it was a good idea to change this feature? BigShotFancyMan (talk) 10:04, 6 September 2018 (MDT)

Actual pc opinion[edit]

Hello, I've been playing this class for about 20 sessions. Started level 5 and now reached level 9. Yes, playwise I can´t negate this class may seem overpowered, mainly the AC. Hooooowever, as the DM nerfed the blood vials for healing (just have 1 as limit) and completely banned the double damage with the curse, i must say is balanced if one contidition is fullfilled: the enemies you encounter has no blood. In 20 sessions, i've only been able to exploit my class like 3 times, the reason is that we had a tiny amount of encounters with creatures with blood. The only thing that works exploiteable in all encounters is the AC, which I would not add the proficiency modifier in lvl 6 as mentioned in the page. This way it is more balanced and makes you want to use the sacrifice 2d8 of hp to add +4 to your AC.

So what you're saying is that the class is balanced if one of the core components of it is removed? --Nuke The Earth (talk) 14:42, 8 January 2021 (MST)

Balancing Not Nerfing beyond death with ridiculous new skills and deletion of stable fun ones.[edit]

I am also about 12 sessions into a Homebrew campaign that a friend is running. I was pretty stoked to play this class and after spending a couple days going over it with the DM we agreed to remove the necrotic damage and the vials for healing. There were a couple other things added, but more for Homebrew Campaign reasons. This class has been amazing to play. We had to take a couple week break and when I came back I saw that the class had been completely changed. Poorly in fact! I was reading over the some of the changed skill descriptions with my DM and he flat out said that if this was how it was when I presented it there would not have been a Hemomancer in our party. That being said I am really hoping that someone has the original write up or at least the page from last month that I could get or change the class back to the previous version. D&D Homebrew has always been about working the class into what works. You add some you remove some and you make your character work. I have no clue how this is supposed to be a balanced class when at 3rd lvl you I roll advantage against anything half health and then Advantage with Max Damage to anything under 1/3rd health, or Max healing when you use blood regeneration. . . I am really trying not to just sit here and bash on what this has become, but I am unsure how at lvl 1 being able to control a cube of free standing blood up to 100' on one side. So how much blood is that? 100 ft cubed can hold 2831.7 Liters of water/blood. The average adult has 5 liters of blood in their body. That means that as a lvl 1 Hemomancer in this new class could drain the blood of 566 adults humans and control the free standing blood into whatever they decide. I am simply requesting that whatever changes were made are undone and the class goes back to its former glory. If the class can be changed back I would be more than happy to discuss what myself and my DM came up with to balance the class more. -- Written 2316(CST) 3/6/21

Use the page's history tab to access the page from an older period in time.
Be bold and make this page the class that would be acceptable for your D&D game! --Green Dragon (talk) 00:11, 10 March 2021 (MST)

I decided to live the levels 13,15 and 18 without a feature to make it balanced

You do realize that makes them dead levels, right? That massively unbalances things. Take a look at any SRD class. None of them gain nothing when they level up, ever. In this case, you essentially need to invest two levels for the 14th, 16th, and 19th levels. Tell me, when you hit 13th level, why would you ever take a level in this class and get nothing, when you can just start multiclassing? Before you do it, don’t remove multiclassing. That makes it even worse. --SwankyPants (talk) 11:32, 3 May 2021 (MDT)


You do realize that official classes like the paladin have death levels right.Also because if you multiclass you lose the benefits of higher levels remeber if you multiclass at 13th level you cant take the lvl 20 ability.But if you really think i should i will update the class

No, the paladin always gets something. The featureless levels are when they gain new spell levels. Again, no official class has a dead level. And sure, you miss out on the capstone, but a few things.
  • Very few games hit tier 3, let alone 4. A capstone probably won’t sway their decision.
  • It doesn’t matter how good it is. Because you have dead levels, levels in this class immediately become less valuable, as, again, you are essentially getting less stuff for the same amount of levels. Less bang for your buck.
Dead levels do not balance a class. They make a class worse. No ifs, buts, or otherwise. Please update the class. --SwankyPants (talk) 10:52, 5 May 2021 (MDT)
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