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Hemomancer


Hit Points

Hit Dice: d10 per Hemomancer 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: Dexterity, Charisma
Skills: Choose two from Acrobatics, Arcana, Deception, History, Insight, Nature, Perception, Persuasion, Stealth

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 long rest.     As a bonus action on your turn, you can bend your own blood into a Martial weapon of your choice. 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 for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   These Blood Weapons last till you dismiss them or after a long rest.   You can use Blood Bending past your allowed number, gain a level of exhaustion for each usage beyond your normal amount. These levels of exhaustion cannot be removed by finishing a long rest, and are only removed by drinking blood. To do so, you must use your action to bite another creature that has blood. If the creature is unwilling, you make a melee weapon attack against it. On a hit, you deal 1d4 + your Strength modifier as piercing damage, plus an additional 3d6 necrotic damage. Drinking another creature's blood in this manner will remove 1 point of exhaustion gained from your Blood Bending feature.    

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. You have advantage on Dexterity saving throws when not wearing heavy armor. Additionally, you can attack with your Blood Weapon twice, instead of once, when you take the Attack action on your turn.  

Vampiric Mist

At 8th level, your control of your magic has become even stronger, giving you access to even more mobility. When you are hit by a weapon attack, you may use your reaction to to disappear in a shimmering red mist, teleporting up to 30 feet to an unoccupied space you can see. You may use this ability twice, requiring a short or long rest before using it again.  

Vampiric Eyes

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

Vampiric Flight

At 14th level, you can summon a dark pair of bat-like wings as a bonus action on your turn, granting you a flying speed of 60 ft. These wings last until you're incapacitated, you die, or you dismiss them as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.  

Vampiric Control

At 17th level, you can channel your power to take control of another creature. Choose a humanoid that you can see within 60 feet of you. They must make a Wisdom Saving Throw against your Spell Save DC be charmed by you for 1 hour. If the creature willingly fails the save, they are instead charmed for up to 24 hours. While charmed, the humanoid regards you as a trusted friend to be heeded and protected, and is under your direct control. You may issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself and you to the best of its ability.   If you or any of your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. If you give the target an unreasonable course of action, such as throwing itself on a spear, immolating itself, or to do something obviously harmful to it, the effect ends.  

Blood Control

At 20th level, you have mastered control of your blood and gain the following features:
  • You can use Blood Bending a number of times equal to 1 + your level. You may use the blood of any creature within 30 feet of you for your Blood Bending, as long as they are below their hit point maximum, without expending a use of your own Blood Bending.
  • When you ingest blood, you regain 3d6 hit points.
  • You no longer age as long as you have magic and your heart is beating.

 


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. It also gains the Thrown property (20/60). Your shield also gives a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.  

Bloody Guard

At 6th level, you can expend up to 3 Blood Bending uses as a bonus action to create up to 3 spatial blood shields onto your allies, granting them a bonus +2 to AC that lasts 5 minutes. 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, when you use your Blood Bending to create your shield, you can expend 3 additional Blood Bending uses to gain the following ability:
  • Your Blood Shield gains the ability to use your reaction and rebuke an enemy who attempts to attack an ally within 15 ft. of you. The enemy must also make a Wisdom Saving Throw. On a failed save, the creature wastes its action and is unable to attack until the end of its turn.

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 expend 1 use of Blood Bending to create an Armor in your design. This armor gives an AC 18, does not cause any movement restrictions or stealth restrictions, and weighs 5 pounds. This armor lasts up to 3 days. If damaged, you can repair it 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 as a bonus action to give all of your Blood Weapons Reach and Range (30/120) for 1 minute. Once thrown, you may cause the weapons to teleport back to your hands as a bonus action.

Blood Weapon +

At 6th level, your mastery of blood and weaponry allows you to empower what you create with what you've seen. You can absorb one magic weapon by performing a 1 hour ritual, which can be done during a short rest. After the ritual, the weapon disappears. You cannot absorb the same type of magical properties more than once.   When you create a weapon using your Blood Bending, you may expend an additional use to give that weapon the complete magical properties of any weapon that you have absorbed. If an absorbed weapon has multiple magical properties, the weapon created by your Blood Bending feature must have all of those properties. You may only give additional magical properties to one weapon you create with your Blood Bending feature.   At 10th level, you may give additional magical properties to up to two weapons you create with your Blood Bending feature. You may not give the same magical properties to more than one weapon. At 17th level, you may give additional magical properties to up to three weapons you create with your Blood Bending feature.  

Bloody Rain

At 10th level, you can spend 3 Blood Bending usage and sacrifice an already created Blood Weapon to call forth a torrent of sharp blood. Choose a location that you can see within 150 feet of you. Each creature within a 20-foot radius of that point must make a Constitution saving throw, taking 8d6 piercing damage on a failed save, or half as much damage on a success.   You may expend additional Blood Bending uses to further empower this ability. You may expend an additional Blood Bending use and another already created Blood Weapon to deal an additional 3d6 piercing damage.      

Bloody Zone

  At 17th level, you are the master of combat, and your domain is absolute. As an action on your turn, can spend 4 Blood Bending uses to create a 30-foot radius circle of blood centered on your. While within the zone, you have advantage on all attacks on other creatures within, and any creature who attacks you within this zone has disadvantage on their attacks. Additionally, while you are within the zone, you gain an additional action on each of your turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.   Whenever another creature that is not an ally (deemed by you) enters this zone, or starts their turn within it, they must make a Constitution saving throw, or they be knocked prone.   This ability lasts until you are no longer within the zone's radius.  

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 a use of your Blood Bending to create up to 3 replicants of yourself. Each replicant has 10 Health and resistance to all damage. You can control them on your turn (no action required), moving them up to your own movement in any direction. When they are hit by an attack or spell, it becomes apparent to the attacker that they are made from Blood and Magic and not yourself. These Copies last 1 minute or until destroyed.   You can extend the length your copies stay out by spending additional usage of Blood Bending. Depending 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 expend 2 uses of your Blood Bending along side any spell to gain one of the following effects:
    • The target regains 2d6 hit points, and if the target is Poisoned, it is no longer Poisoned.
    • If the spell requires a saving throw, the target has disadvantage on all saving throws of the same time until the start of their turn on a failed save.
    • If the spell requires an attack roll, you may add an additional 1d8 to your attack roll. You may add this bonus after rolling for the attack, but before the DM declares if the attack succeeds.

    Bloody Return

    At 10th level, you can spend 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.   Alternatively, you can expend a use of your Blood Bending as a bonus action to swap places with one of your Bloody Mirror replicants that you can see.  

    Bloody Copy

    At 17th level, You can spend a number of Blood Bending Usages equal to the spell slot level 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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