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Hemonancer


Hit Points

Hit Dice: d10 per Hemonancer level
Hit Points at first Level: 10 + Constitution Modifer
Hit Points at Higher Levels: 1d10 (or 6) + Constitution Modifier

Proficiences

Armor: Light Armour, Medium Armour
Weapons: Simple and Martial Weapons
Tools: Blood Gathering Kit
Saving Throws: Constitution, Wisdom
Skills: Choose two from History, Arcana, Persuasion, Nature

Overview & Creation

You have heard about vampires in many tales. However, have you ever asked how they become so powerful? Was it a gift by an entity of greater power? Was it possibly a curse? Sadly, it boils more down to science. A vampire gains their abilities through honing their skills over Blood based magic. Increasing their ability to live as well as such powers of control over minds. This type of magic is passed down across rare families where magical growth within them is quite extraordinary. With the right teacher, one can bend this magic to their will. The Madame will assist you with learning your powers. They exist within you, waiting, growing slowly, and just waiting for a chance to break out.


Class Features

Blood Bending

With unlocking your ability to use Blood magic, you have gained the ability to control your blood at your will to form weapons or defensive items. You may use this ability a number of times equal to 1 + half your level in this class, rounded up. You regain all uses of Blood Bending once you finish a Short rest.     As a bonus action on your turn, you can bend your own blood into a Martial weapon of your choice and make an attack with it. The weapon is a normal Martial weapon of your choosing, and uses your Wisdom modifier, rather than your normal modifiers, for attack and damage rolls. You may also form a shield using this ability, granting you a +2 bonus to your AC.   These Weapons or shield are considered Magical when dealing damage.   These Blood Weapons last till you dismiss them or after a long rest. Whichever happens first.   You can use Blood Bending past your allowed number, but you will gain an exhaustion level for every usage. You can lose these exhaustion levels by drinking blood.    

Blood Pact

At 2nd Level, you gain access to choose one of the 3 Blood Pacts. Pact of Order, Pact of Pain, Pact of Blood.  

Vampiric Dexterity

At 5th level, your control over your blood has given you more control over your body itself. Granting you Advantage on Dexterity Saving throws as well as giving you access to Extra Attack with your Blood Weapon.  

Vampiric Mist

At 8th level, your control of your magic has become even stronger, giving you access to even more mobility. Twice per short rest, you can now cast Misty Step as a bonus action without using a spell slot.  

Vampiric Eyes

At 11th level, your eyes turn a bright red. You now have Truesight of 60 ft when in Dim Light or lower.

Vampiric Flight

At 14th level, you can summon a dark pair of wings as a bonus action on your turn, granting you a flying speed of 60 ft. These wings last until you take a short or long rest, or you dismiss them as a free action. You may only use this ability once per long rest.  

Vampiric Control

At 17th level, you can channel your power to take control of another creature. They must make a Wisdom Saving Throw against your Spell Save DC or willing become under your influence. During this time, you have control of their actions for 1 minute. If willing, up to 5 minutes. However, you cannot have the creature commit live ending harm against themselves during this control.  

Blood Control

At 20th level, you have mastered control of your blood and gain the following features:
  • You can use Blood Bending at an infinite uses as long as Blood is available to you. You may use the blood of any creature within a 30 ft radius of you for your Blood Bending as well as long as it is an open wound.
  • You regain 3d6 hit points per time that you ingest blood
  • Your age has stopped. As long as you have magic and your heart is beating, you will live on.

 


Starting Equipment

  • A martial weapon of their choice
  • Leather Armour or Scale Armour
  • Blood Gathering Kit
  • An Adventurer's Kit
  • Two Blood Phials (Discuss with DM what kind of Blood)

 


Spellcasting

As a conduit for your internal Blood Magic, you can cast an array of spells from different classes due to the power locked inside this magic. Please check out the spell listing for more information.  

Cantrips

At 1st level, you know three cantrips of your choice from the Blood Magic Spell List. You learn additional Cantrips of your choice at higher levels,a s shown in the Cantrips Known Column of the Blood Magic table.  

Preparing and casting spells

The Blood Magic table shows how many spell slots you have to cast your Blood Magic spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of Blood Magic spells that are available for you to cast, choosing from the Blood Magic list. When you do so, choose a number of Blood Magic Spells equal to your Wisdom modifier + your Blood Magic level (minimum of one spell). The spells must be of a level for which you have spell slots.   You can change your list of prepared spells when you finish a long rest. You will need to meditate to change out your spells and requires at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

Wisdom is your spellcasting ability for your Blood Magic Spells. The power of your spells comes from an inner tap of magic swirling within you. You use your Wisdom to pull these powers together and string out your spells as you please. In addition, you use your Wisdom modifier when setting the saving throw DC for a Blood Magic Spell you cast and when making an attack roll with one.   Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier   Spell Attack modifier = your proficiency bonus + your Wisdom modifier  

Ritual Casting

You can cast a Blood Magic spell as a ritual if that spell has the ritual tag and you have the spell prepared.  

Spellcasting Focus

You need your blood available to use your spells. You can prick yourself with your Blood gathering kit for no damage to get blood or any other method is a 1d4 damage to gather your blood.


Subclass Options

Pact of Order

You believe that with a powerful source of magic that you can give order to the lands around you. Someone who can protect others as well as someone that others can rely on. Such magic is normally controlled by Heroes, Leaders, or High Advisors.  

Blood Bastion

Your Shield gains a vengeful edge that can be used in combat for offensive and defensive usage. At 2nd level, your Blood shield is now considered a Martial Weapon that deals 1d8 slashing damage + your ability modifier. Your shield also gives a +3 to AC now.  

Bloody Guard

At 6th level, you can expend 1 Blood Bending Usage to cast 3 spatial blood shields onto your allies which grant them +2 AC that lasts 5 minutes as a bonus action.You cannot stack more than 1 onto an ally, but you can move these to other allies as a bonus action.  

Bloody Counter

At 10th level, you can expend 1 Blood Bending Usage to gain the following ability:
  • Your Blood Shield gains the ability to use your reaction and attack an enemy who attempts attacks an ally within 5 ft . of you. The enemy must also make a Wisdom Saving Throw following the same rules as Hold Person.

Blood Armour

At 17th level, you control over your blood shield has come to its maximum usage. With the mix of your blood and magic, you create an Armour in your design of an AC of 18. However it is light and does not cause any movement restrictions or stealth restrictions. This armour costs 1 Blood Bending uses to cast and lasts up to 3 days. If damaged, can be repaired by spending another Blood Bending slot to repair it.  

Pact of Pain

You believe that your magic can be used to bring destruction to those that oppose you. You are a veteran of many hardships as well as a master spell caster. Your control over your powers quickly makes you a great ally, or a great foe counting on whom you run into.  

Bloody Tactics

At 2nd level, you can spend a Blood Bending usage to now give all of your Blood Weapons Reach and Range (30/120). Once thrown it will teleport back to your hands as a bonus action. This ability lasts for 1 minute.

Blood Weapon +

At 6th level,You can absorb 1 Magical Weapon to gain its affects into your Blood Bending Weapon. You can only ever have 1 Magical Weapon ability at a time. If you absorb a new Magical weapon, the old effect is lost and nothing of that weapon is returned. You would also give any bonuses to Attack or Damage rolls that weapon may have given. Absorption of a Magical Item takes 1 hour to become used as their Blood Weapon.  

Bloody Rain

At 10th level, you can spend 1 Blood Bending usage and sacrifice your current Blood Weapon to cast Bloody Rain. Bloody Rain is an action that you can cast with a Range of 150 ft with a radius of 20 ft. In this area, everyone must make a CON saving throw against your Spell DC. If failed, they take 9D6 Magical Piercing Damage. If they pass, they take half the damage.   At higher levels: At 11th level you can spend another Blend Bending Usage to add another 1d6 damage to the spell. At 15th level this becomes 2d6. At 17th level this becomes 3d6. At 20th level this becomes 4d6.

Bloody Zone

At 17th level, you can spend 1 Blood Bending Usage to create a 30ft radius circle where you gain advantage on all attacks on and anyone who attacks you within this zone has disadvantage on their attacks. Anyone who is not an ally (deemed by you), who enters this zone or is in it when it is created must pass a Con save vs your Spell DC or they are knocked prone. This lasts till you leave the designed Zone.  

Pact of Blood

You focus your mana and all of your magical power into your Blood itself. Enhancing your spellcasting prowess modifying it to your will.  

Blood Mirror

At 2nd level, you can spend 1 Blood Magic to create up to 3 replicants of yourself that you have control over that have 10 HP. They are controlled on your turn and can move in a speed that matches your own in any direction that you wish. When they are attacked, they take half damage from non-magical based damage, but when they are hit, its becomes apparent to the attacker that they are made from Blood and Magic and not yourself. Their movement is a free action. These Copies last 1 minute.   You can extend the length your copies stay out by spending another Blood Bending Usage. Counting on the amount of extra points you spend, the time will increase by a specific amount noted below.
  • 1 - 3 extra uses gives the clones an extra 10 minutes
  • 4 - 6 extra uses gives the clones an extra hour
  • 7 + extra uses gives the clones an extra 5 hours
  •    

    Blood Proficiency

    At 6th level, you can spend a Blood Usage along side any spell to gain one of the below effects
    • Additionally Heal the Target for 2d6 and remove any Poison from the target
    • Target has disadvantage on any save till the start of their turn
    • You can add 1d8 to your attack role (made before knowing outcome of AC)

    Bloody Return

    At 10th level, you can spend your blood bending usages as a bonus action to return 1 spell slot. You must spend the amount of usages equal to the Spell Slot Level and you can only return 1 spell slot per turn.  

    Bloody Copy

    At 17th level, You can spend 3 Blood Bending Usages to Double the spell that you are casting this turn, causing a Blood based copy of a spell to be created and cast at the same time as the original cast.
     


    LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
    1st+2Spellcasting, Blood Bending32--------
    2nd+2Blood Pact33--------
    3rd+2-342-------
    4th+2Ability Score Improvement443-------
    5th+3Vampiric Dexterity4432------
    6th+3Blood Pact Ability4433------
    7th+3-44331-----
    8th+3Ability Score Improvement, Vampiric Mist44332-----
    9th+4-443331----
    10th+4Blood Pact Ability543332----
    11th+4Vampiric Eyes5433321---
    12th+4Ability Score Improvement5433321---
    13th+5-54333211--
    14th+5Vampiric Flight54333211--
    15th+5-543332111-
    16th+5Ability Score Improvement543332111-
    17th+6Vampiric Control, Blood Pact Ability5433321111
    18th+6-5433331111
    19th+6Ability Score Improvement5433332111
    20th+6Blood Control5433332211

    Created by

    masterwinstonx.

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