Hemomancer
A crimson mist flows out from a crowd, as a gaunt dragonborn absorbs the crimson nectar. In an instant, the husks are beset upon by the lord's spawn, pining for scraps of their master's fresh kills.
The blood of an intruder fills a bucker, as the elf soaks the ground in red. The grove returns to life with flowers and fruits as the morbid garden blossoms.
Her arm gushing, the orc places her hand over it. In an instant, the wound is replaced with a layer of crimson metal. The soldiers gather around, each presenting fresh cuts.
Hemomancers are able to harness the magic of blood, a life-giving fluid that hides raw power coursing through their veins. Through their profound understanding and manipulation of blood, Hemomancers can shape weapons, mend or corrupt the flesh of others, or even tug upon the threads that bind existence. It is said that those who master hemomancy hold a key to understanding the intricate connection between life, magic, and the very fabric of the cosmos.
Life Magic
Every living creature has potent life-giving liquid coursing through their veins. Hidden within, is the primordial energy that invigorates, heals, and nurtures. By tapping into this energy Hemomancers are able to wield magic altered by its cost. Shields, armor, and bolts of raw magic were the basis of early hemomancy spells, recreating them with a coagulated texture as sharp and durable as iron. Through experimentation, it was found blood could become as toxic as poison, corroding as acid, or influential as strong hormones. The flesh was as easy to warp as clay with this gruesome art, creating facsimiles of living creatures, or reshaping the very bodies a caster uses.
The principle of blood magic is simple: nothing is free, everything has a cost. Each spell learned always requires an amount of raw life energy from its caster. Reckless casters that squeeze every last drop of energy from their veins fall anemic long before their battle has been won. As a result, martial combat is all but unavoidable to any who practice such a costly fighting method. From measly daggers to mighty hammers, hemomancers prefer to wield steel before spending blood. Most armor is avoided to allow as much bodily freedom when casting their spells as possible. You'll often see a Hemomancer bleed as much as their opponent.
Morbid Practitioners
Through constant exposure to blood that one can awaken to its magical potential. Almost all hemomancers will find their previous occupation filled with constant wounds, be it their own or others. Soldiers, torturers, doctors, or other professions surrounded by blood gain an innate sense for the life energy. As they master their craft, they learn more unique forms of blood magic.
Because of this morbid method of magecraft, hemomancers reek of death. Few people are drawn to the practice, let alone its practitioners. Those that walk this crimson path of life will find solitude their closest friend, and fear your most common greeting.
Crimsa by Palamarchuk Mikhail on Artstation
Hemomancer
| Level | Proficiency Bonus | Features | Spell Level |
|---|---|---|---|
| 1st | +2 | Blood Type Feature, Blood Magic | 1 |
| 2nd | +2 | Fighting Style, Accelerated Metabolism | 1 |
| 3rd | +2 | Blood Rite | 2 |
| 4th | +2 | Ability Score Improvement | 2 |
| 5th | +3 | Extra Attack | 3 |
| 6th | +3 | Blood Type Feature | 3 |
| 7th | +3 | ─ | 4 |
| 8th | +3 | Ability Score Improvement | 4 |
| 9th | +4 | ─ | 5 |
| 10th | +4 | Blood Type Feature | 5 |
| 11th | +4 | Blood Rite Improvement | 6 |
| 12th | +4 | Ability Score Improvement | 6 |
| 13th | +5 | ─ | 7 |
| 14th | +5 | Blood Type Feature | 7 |
| 15th | +5 | ─ | 8 |
| 16th | +5 | Ability Score Improvement | 8 |
| 17th | +6 | ─ | 9 |
| 18th | +6 | Blood Rite Improvement | 9 |
| 19th | +6 | Ability Score Improvement | 9 |
| 20th | +6 | Blood Bank | 9 |
Creating a Hemomancer
All hemomancers have come across blood commonly in their life in order to learn the art. When writing the backstory for your character, decide what was the source of your exposure to blood and how did it shape your form of hemomancy. Does your magic come from arcane research, divine blessings, or a bond with nature? Is life precious or worthless to your character? What does it say about them that they are willing to sacrifice their own life force to wield magic?
Blood magic is a very macabre art, and draws the ire of most that learn you're a practitioner. Do you hide your magic or embrace it publicly? Do you rely on your party for social interactions? Are there connections with people tolerant of your gruesome magic?
Quick Build
You can make a hemomancer quickly by following these suggestions. First make Constitution your highest ability score, followed by Strength. Second choose the criminal background. Third, choose the following 1st-level spells: blood bolt, and plasma shield.
Class Features
As a hemomacner you gain the following features.
Hit Points
Hit Dice: 1d8 per hemomancer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per hemomancer level after 1st
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial melee weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Intimidation, Nature, Persuasion, Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) a chain shirt
- (a) a longsword or (b) a pike
- (a) a scholar's pack or (b) an explorer's pack
- (a) a component pouch or (b) an arcane focus
Blood Magic
The Hemomancer table shows the highest level you can cast a Hemomancer spell up to. To cast one of these hemomancer spells, you must spend a number of hit dice equal to the spell's level or higher.
For example, when you are 3rd level, to cast the 1st-level spell blood bolt, you can spend one hit die to cast it at 1st-level, or two hit dice to cast it as a 2nd-level spell.
Spells Known of 1st Level and higher
You know a number of hemomancer spells equal to your constitution modifier + half your hemomancer level, rounded down (minimum of one spell). The Spell Level column of the Hemomancer table shows the highest level spell you can choose. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the hemomancer spells you know and replace it with another hemomancer spell, which also must be of a level equal to or less than the Spell Level column of the Hemomancer table.
Spellcasting Ability
Constitution is your Spellcasting ability for your Hemomancer Spells, since your magic is drawn from your body's vitality. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Hemomancer spell you cast and when making an Attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your hemomancer spells.
Blood Type
At 1st level, you choose your blood type that reveals your unique bloodline ability: Crimson King, Impaler, Iron Maiden, or Ripper, all detailed at the end of the class description. You choice grants you features at 1st level and again at 6th, 10th, and 14th.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Accelerated Metabolism
At 2nd level, you have learned to increase the rate at which your body naturally recovers its energy. Regain all hemomancer hit dice when you take a long rest. Once per day, when you finish a short rest after spending hit dice to regain hit points, you can regain hemomancer hit dice equal to half your hemomancer level (rounded up).
Blood Rite
Starting at 3rd level, touch the corpse of a creature that has been dead for no longer than 10 minutes, and drain the vital energy from them over the course of 1 minute. Gain the following benefit depending on the creaure type of the target:
- Aberration: Gain Telepathy 30 feet. as a language.
- Beast: Increase your speed by 10 feet.
- Celestial: You have resistance to necrotic and radiant damage.
- Dragon: When you aren’t wearing armor, your base AC is 14 + your Dexterity modifier.
- Fey: You can cast disguise self at will.
- Fiend: You have resistance to fire, cold, and lightning damage.
- Giant: Increase your size by one category.
- Humanoid: You have advantage on Strength checks.
- Monstrosity: You can cast alter self at will.
These effects last 1 day, you end it as a bonus action, or you use this feature again. At 11th level, you can spend 1 minute to gain the effects of a previously drained creature type. At 18th level, the effect does not end when you use this feature again.
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 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.
Blood Bank
When you reach 20th level, your body has begun producing an abundance of blood to draw upon. Gain 20 hit dice.
Blood Type Crimson King
War and bloodshed marks the rule of a crimson king. These tyrants command legions to their deaths, as execution to any who resist their reign. So much blood is spilled in their name, they have discovered the secrets of Hemomancy from gazing at the mound of corpses that lay at their feet. Truly ironic, that the greatest secret of blood magic, the creation of life, is known only to those that would march it off to die.
Crimson Court
When you choose this blood type at 1st level, you awaken to your command over blood soldiers. As an action, you can spend a number of hit dice up to the highest level spell you can choose on the Spell Level column of the Hemomancer table. Choose one of the following options for what you create:
- Create a crimson pawns (p. 44) for each hit die spent.
- Create a crimson rooks (p. 43) for every 2 hit dice spent.
- Create a crimson knights (p. 43) for every 3 hit dice spent.
- Create a crimson bishops (p. 42) for every 4 hit dice spent.
- Create a crimson queen (p. 42) if you spend 5 hit dice.
Each creature appears in an unoccupied space within 10 feet of you. On each of your turns, you can use a bonus Action to mentally command one or more creatures created this way if they are within 60 feet of you. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
Each creature disappears when it drops to 0 hit points, after 8 hours, or when you lose your concentration (as if you were casting a concentration spell)
Promotion
At 6th level, as an action, touch a creature created with the crimson court feature, and polymorph it into a creature with "crimson" in its name that is 1 CR higher, but no higher than the highest level spell you can choose on the Spell Level column of the Hemomancer table. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Royal Tribute
Beginning at 10th level, the blood of your subjects become offerings onto your throne. When a creature created with your crimson court feature dies within 30 feet of you, regain 1 hit die.
Elite Guard
When you reach 14th level, your blood now produces higher quality soldiers. When you create a creature with the crimson court feature, the creature adds your proficiency bonus to its attack rolls and their attacks are treated as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
The Crimson King as illustrated by Michael Whelan
Blood Type Impaler
Bloodshed is most common on the battlefield, and there is no better bloodshed found than at the end of your steel. Impalers are children of war that have drunk deep from the pleasures of rending flesh and bone, and are found thirsting for more. Where many see war as a place of death or glory, these horrifying warriors anticipate a feast.
Blood Thirst
Beginning at 1st level, freshly shed blood from the end of your weapon closes your wounds. While you have half your maximum hit points rounded up or less, your melee weapon attacks deal an additional 1d8 necrotic damage and you regain hit points equal to the necrotic damage dealt.
Feeding Frenzy
At 6th level, Hunger drives body to break its natural limits momentarily. You can spend a bonus action to move up to half your speed towards a hostile creature and make a melee weapon attack. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Gruesome Display
Beginning at 10th level, when you reduce a hostile creature to 0 hit points, you can perform a horrific show of their death. Each hostile creature of your choice within 60 feet of you must make a wisdom saving throw against your Hemomancer DC or become frightened by you until the end of your next turn.
Starving Onslaught
When you reach 14th level, you can enter a forced state of starvation, driving your body beyond its limits to survive. Reduce your hit points to 1, until the end of your turn, when you hit a creature with a melee weapon attack, you can make an additional melee weapon attack against the same target. You can't use this feature again until you finish a long rest.
Dracula by GENZOMAN on Deviantart
Blood Type Iron Maiden
Pain is the tool that controls the mind. Death is mercy, and you have nothing but spite. Torturers often awaken to the magical potential of blood. Their workshops being bathed crimson inspires a grim addiction to the sensation of life coating their skin. They've mastered coagulating blood, to both keep their victim from bleeding out, and hold tightly to the feeling of life staining their flesh.
Violent Wound
Starting at 1st level, spikes of blood erupt from your open wounds. When you take bludgeoning, piercing, or slashing damage deal 1d4 piercing damage to a creature within 5 feet of you. The piercing damage increases by 1d4 when you reach 6th level (2d4), 10th level (3d4), and 14th level (4d4).
Wounded Armor
At 6th level, layer yourself in your own coagulated wounds. While you are missing hit points, you can spend a bonus action to gain a number of temporary hit points equal to your hemomancer level. While you have these temporary hit points, gain resistance to bludgeoning, piercing, and slashing damage. These temporary hit points last 1 minute. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Blood Bath
Beginning at 10th level, you can absorb the blood of your foes to close your wounds. When a creature dies within 10 feet of you, regain 1d8 hit points. The healing increases by an additional 1d8 hit points for each size category larger than medium the creature is.
Cruel Embrace
When you reach 14th level, you can spend an action to unleash a torrent of blood spikes from the wounds covering your body. Each creature within 10 feet of you must make a Dexterity saving throw against your hemomancer spell save DC. A target takes piercing damage equal to your missing hit points on a failure, or half as much on a success. You cannot use this feature again until you finish a long rest.
Imprisoner by Shabnamnek on deviantart
Blood Type Ripper
Among criminals and outlaws are those few deranged individuals who paint cities red with the blood of their victims. They hide themselves in mists of blood, confusing witnesses and eluding identification. The most skilled of these killers are able to slaughter half a dozen in an instant.
Open Wound
Starting at 1st level, when you deal piercing or slashing damage to a creature, it must succeed on a Constitution saving throw against your hemomancer DC or you wound it. At the start of each of a wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it. Any creature can take an action to stanch the wound with a successful Medicine check against your Hemomancer DC. The wound also closes if the target receives magical healing. This feature’s necrotic damage increases to 1d6 when you reach 6th level, 10th level (1d8), and 14th level (1d10).
Vanish
At 6th level, spend a bonus action to hide yourself in a mist of blood, becoming invisible until the start of your next turn, you make an attack, or you cast a spell. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Adrenaline Rush
Beginning at 10th level, once per turn, when you reduce a creature to 0 hit points with a weapon attack, gain an additional action until the end of your turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Massacre
When you reach 14th level, as an action choose 6 targets within 30 feet of you. You can choose the same target multiple times. Vanish in a haze as you unleash an onslaught of attacks. Make a melee weapon Attack against each target with advantage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets. You cannot use this feature again until you finish a long rest.
Multiclassing
To qualify for Hemomancer, you must have at least 13 Constitution. Multiclassing into Hemomancer gives you light armor, Simple weapons, martial melee weapons proficiencies.
Identity V - The Ripper by Yenta4art on Deviantart
Crimson Queen
Huge Construct, Neutral
- Armor Class 14 (natural armor)
- Hit Points 53 (7d10+14)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 14 (+2) 5 (-3) 10 (+0) 8 (-1)
- Damage Resistances Acid, Necrotic
- Damage Immunities Poison
- Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned
- Senses Passive Perception 10
- Languages —
- Challenge 5 (1800 XP)
Blood Frenzy. The crimson queen has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Actions
Blood Greataxe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 23 (3d12 + 4) piercing damage.
Crimson Bishop
Medium Construct, Neutral
- Armor Class 11 (natural armor)
- Hit Points 21 (6d6)
- Speed 0 ft., fly 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 5 (-3) 10 (+18) 8 (-1)
- Damage Resistances Acid, Necrotic
- Damage Immunities Poison
- Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned
- Senses Passive Perception 10
- Languages —
- Challenge 4 (1100 XP)
Enduring Aura. If damage reduces an ally creature within 30 feet of the crimson bishop to 0 hit points, the creature can make a Constitution saving throw with a DC of half the damage taken. On a success, the creature drops to 1 hit point instead.
Actions
Give Life The crimson bishop takes 2d6 necrotic damage. One creature within 60 feet of the crimson bishop regains hit points equal to the necrotic damage taken.
Take Life Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 7 (2d6) necrotic damage. The crimson bishop regains hit points equal to the necrotic damage dealt.
Crimson Knight
Medium Construct, Neutral
- Armor Class 15 (natural armor)
- Hit Points 22 (4d8+4)
- Speed 50 ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 12 (+1) 5 (-3) 10 (+0) 8 (-1)
- Damage Resistances Acid, Necrotic
- Damage Immunities Poison
- Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned
- Senses Passive Perception 10
- Languages —
- Challenge 3 (700 XP)
Far Sighted. The crimson knight has advantage on creatures beyond 100 feet from it.
Actions
Blood Lance (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage.
Blood Lance (Ranged). Ranged Weapon Attack: +5 to hit, reach 180 ft., one target. Hit: 8 (1d12 + 2) piercing damage.
Crimson Rook
Large Construct, Neutral
- Armor Class 16 (natural armor)
- Hit Points 32 (3d12+12)
- Speed 20 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1)
- Damage Resistances Acid, Necrotic
- Damage Immunities Poison
- Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned
- Senses Passive Perception 10
- Languages —
- Challenge 2 (450 XP)
Defender. Attacks made against an ally creature within 5 feet of the crimson rook have disadvantage.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage.
Whip Tail. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Crimson Pawn
Small Construct, Neutral
- Armor Class 12 (natural armor)
- Hit Points 7 (2d4+2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 5 (-3) 10 (+0) 8 (-1)
- Damage Resistances Acid, Necrotic
- Damage Immunities Poison
- Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned
- Senses Passive Perception 10
- Languages —
- Challenge 1 (200 XP)
Pack Tactics. The crimson pawn has advantage on an attack roll against a creature if at least one of the crimson pawn's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Blood Javelin (Melee). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Blood Javelin (Ranged). Ranged Weapon Attack: +3 to hit, reach 30/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.