Hemomancer (5e Class)
Hemomancer
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
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 armor
Weapons: Simple Weapons, Blood Weapons
Tools: Medicine Kit
Saving Throws: Constitution, Charisma
Skills: Choose two from: Arcana, Intimidation, Medicine, Nature, Perception, Religion; you also gain proficiency in persuasion against Vampires
- 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, Iron Blood |
| 6th | +3 | Hemo-Concentration Feature |
| 7th | +3 | Magically Infused Blood |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Blood Pact Improvement |
| 10th | +4 | Blood Control, Extra Attack |
| 11th | +4 | Hemo-Concentration Feature |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Sanguine Imitation |
| 14th | +5 | Hemo-Concentration Feature |
| 15th | +5 | Blood Pact Improvement |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Hemo-Concentration, Blood Pact Improvement |
| 18th | +6 | Strong Blooded |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Extended Blood Pool |
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier. At level 9th you add half of your proficiency Modifier.
Hemomancy
Beginning at 1st level, your practice of hemomancy allows you a mastery of a unique combat style utilizing blades forged of your own blood. You gain proficiency in blood weapons. You gain the following benefits while you are unarmed or wielding only blood weapons and you aren't wearing medium or heavier armor:
- 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 a cube up to 100 feet on a side.
- Hemokinetic Combat: You are able to use your own blood in combat, enhancing your abilities and creating weapons only you can use. The weapons you make can take the form and statistics of any melee weapon. The caster must take 1d8 damage to form the weapon or use 1 unit of blood. Manifesting a blood weapon is considered a bonus action the same way you unsheathe a weapon. The weapon maintains its long as you remain conscious. The weapon deals 1d8+your level slashing damage. The damage roll increase by 1d8 at 7th level 11th level 15th level and 19th level.
- Blood Regeneration: As a result of tampering with your own life force, you cannot be healed by normal means. Instead, you must imbibe blood taken from a living creature, including blood previously drawn from yourself. One unit of blood, stored in a glass bottle, can heal you for 2d8 plus Constitution modifier. Blood has no healing effects for non-Hemomancers. You add an extra d8 in levels 4th, 6th, 10th, 12th, 14th, 16th, 18th, 20th.
Some of your hemomancy techniques 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 + charisma modifier
Taste for blood
Starting at 2nd level your understanding of Hemomancy allows you know the blood of those you consume, you gain expertise in medicine to determine the blood of creature.By this you can know the type of creature and if the creature is alive, if it is dead, you know how much time it has been since the creature died.
Hemo-Concentration
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 Curse
At 3rd level your are able to stab yourself as a bonus action for 1d8 damage, in doing so the weapon you create a weapon made of your own blood.This weapon deals piercing or slashing damage the damage increases by 1d8 in levels 5,8,11,14,17.When a number of rounds equal to half to your proficency modifier passes you take an additional d8 you take this damage until you dispell your weapon
Ability Score Increase
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
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Iron Blood
At 7th level your blood begins to bend to your will, you are immune to disease and poison damage
Blood Mage
At 10th level, your control over your own blood is becoming more impressive now your blood improves your physsical and mental limitations you can add your constitution modifier to your saves
Limbo
After 17th level, If you are attacked you can make your attacker make a charisma saving throw if it fails.It takes the damage instead of you and you only take half.You can use this twice per long rest
Extended Blood Pool
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.
Killer instinct
Starting at 3rd level, you know when a creature is weak. You have advantage against creatures who are below half of their original life points and you roll maximun damage,against creatures who have less than a third of its hit points.
Blood Bending
Beginning at 6th level, you can choose a creature up to large and force it to make a charisma saving throw if it fails the creature has attack themselves a number of times equal to your number of attacks you can make.if this creature can use a special attack such as the paladin smite or the monk stunning strike you can use it but you must know beforehand that this creature can use this special attack.
Hemo-Enhancement
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.
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
At 14th level, you improve your control over the blood of others you can choose a number humanoids equal to your proficency bonus and make them obey your orders as in the control person spell.At the end of their next three turns they make a charisma if they succeed they are freed and you take 3d10 of radiant damage which you cant reduce.If one of the humanids you target with this ability suceeds everyone succeeds.If they fail 2 consecutives saves they gain advantage on their third save if they fail their last save they are under your control for 8 hours.At the end of 8 hours they must make a save or take 3d10 necrotic damage this damage cant be healed until you free them or they suceed on their save.If they succeed they take 2d10 necrotic damage and they are free.If a humanoid succeeeds you cant try to control them until the next hour.You can use this a number of times equal to half your charisma modifier.
Hemo-Puppetry
After 17th level, If you are attacked you can make your attacker make a charisma saving throw if it fails.It takes the damage instead of you and you only take half.You can use this twice per long rest
Thirst for blood
Starting at 3rd level when you heal your healing is maximized
Blood Scavanger
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 make this a number of times equal to your chrisma modifier
Enhanced Blood Weapons
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 adv on the roll.Alternatively you can make them rerroll damage for a physical attack you can use this feature a number of times equal to your constitution modifier.
Black blood
At 14th level,your blood weapon has become more powerfull you can now deal a critical hit on a roll of 19 or 20
Vampiric Heritage
After 17th level, you have truly remade yourself in the vampire's image.You gain inmunity to necrotic damage
Multiclassing
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, Blood Weapons
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